#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" void VS(float4 iPos : POSITION, float3 iNormal : NORMAL, #ifdef NORMALMAP float4 iTangent : TANGENT0, #endif float2 iTexCoord : TEXCOORD0, #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD2, #endif #ifdef HWDEPTH out float2 oTexCoord : TEXCOORD0, #else out float3 oTexCoord : TEXCOORD0, #endif out float3 oNormal : TEXCOORD1, #ifdef NORMALMAP out float3 oTangent : TEXCOORD2, out float3 oBitangent : TEXCOORD3, #endif out float4 oPos : POSITION) { float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); #ifdef HWDEPTH oTexCoord = GetTexCoord(iTexCoord); #else oTexCoord = float3(GetTexCoord(iTexCoord), GetDepth(oPos)); #endif oNormal = GetWorldNormal(modelMatrix); #ifdef NORMALMAP oTangent = GetWorldTangent(modelMatrix); oBitangent = cross(oTangent, oNormal) * iTangent.w; #endif } void PS( #ifdef HWDEPTH float2 iTexCoord : TEXCOORD0, #else float3 iTexCoord : TEXCOORD0, #endif float3 iNormal : TEXCOORD1, #ifdef NORMALMAP float3 iTangent : TEXCOORD2, float3 iBitangent : TEXCOORD3, #endif #ifndef HWDEPTH out float4 oDepth : COLOR1, #endif out float4 oNormal : COLOR0) { #ifdef ALPHAMASK float4 diffInput = tex2D(sDiffMap, iTexCoord.xy); if (diffInput.a < 0.5) discard; #endif #ifdef NORMALMAP float3x3 tbn = float3x3(iTangent, iBitangent, iNormal); float3 normal = mul(DecodeNormal(tex2D(sNormalMap, iTexCoord.xy)), tbn); #else float3 normal = iNormal; #endif float specPower = cMatSpecColor.a / 255.0; oNormal = float4(normal * 0.5 + 0.5, specPower); #ifndef HWDEPTH oDepth = iTexCoord.z; #endif }