#include "common.h" #include "screenspace_addon\screenspace_fog.h" struct vf { float2 tc0 : TEXCOORD0; float3 c0 : COLOR0; // c0=all lighting float fog : FOG; float4 hpos : SV_Position; }; /* struct v_vert { float4 P : POSITION; // (float,float,float,1) float4 N : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; float4 B : BINORMAL; float4 color : COLOR0; // (r,g,b,dir-occlusion) float2 uv : TEXCOORD0; // (u0,v0) }; struct v_static { float4 P : POSITION; // (float,float,float,1) float4 Nh : NORMAL; // (nx,ny,nz,hemi occlusion) float4 T : TANGENT; // tangent float4 B : BINORMAL; // binormal float2 tc : TEXCOORD0; // (u,v) float2 lmh : TEXCOORD1; // (lmu,lmv) #if defined(USE_R2_STATIC_SUN) && !defined(USE_LM_HEMI) float4 color : COLOR0; // (r,g,b,dir-occlusion) #endif }; */ vf main (v_static_color v) { vf o; float3 N = unpack_normal (v.Nh); o.hpos = mul (m_VP, v.P); // xform, input in world coords o.tc0 = unpack_tc_base (v.tc,v.T.w,v.B.w); // copy tc // o.tc0 = unpack_tc_base (v.tc); // copy tc float3 L_rgb = v.color.zyx; // precalculated RGB lighting float3 L_hemi = v_hemi(N)*v.Nh.w; // hemisphere float3 L_sun = v_sun(N)*v.color.w; // sun float3 L_final = L_rgb + L_hemi + L_sun + L_ambient; o.c0 = L_final; o.fog = saturate(calc_fogging (v.P)); // fog, input in world coords #ifdef SSFX_FOG o.fog = SSFX_FOGGING(1.0 - o.fog, v.P.y); // Add SSFX Fog #endif return o; }