Clients/Client2014/shaders/source/adorn.hlsl

89 lines
2.1 KiB
HLSL

#include "globals.h"
struct Appdata
{
float4 Position : POSITION;
float2 Uv : TEXCOORD0;
float3 Normal : NORMAL0;
};
struct VertexOutput
{
float4 HPosition : POSITION;
float2 Uv : TEXCOORD0;
float4 Color : COLOR0;
float FogFactor : TEXCOORD1;
};
uniform float4x4 WorldMatrix;
uniform float4 Color;
VertexOutput AdornSelfLitVSGeneric(Appdata IN, float ambient)
{
VertexOutput OUT = (VertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
float3 light = normalize(G.CameraPosition - position.xyz);
float ndotl = saturate(dot(normal, light));
float lighting = ambient + (1 - ambient) * ndotl;
float specular = pow(ndotl, 64.0);
OUT.HPosition = mul(G.ViewProjection, mul(WorldMatrix, IN.Position));
OUT.Uv = IN.Uv;
OUT.Color = float4(Color.rgb * lighting + specular, Color.a);
OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
return OUT;
}
VertexOutput AdornSelfLitVS(Appdata IN)
{
return AdornSelfLitVSGeneric(IN, 0.5f);
}
VertexOutput AdornSelfLitHighlightVS(Appdata IN)
{
return AdornSelfLitVSGeneric(IN, 0.75f);
}
VertexOutput AdornVS(Appdata IN)
{
VertexOutput OUT = (VertexOutput)0;
float4 position = mul(WorldMatrix, IN.Position);
#ifdef PIN_LIGHTING
float3 normal = normalize(mul((float3x3)WorldMatrix, IN.Normal));
float ndotl = dot(normal, -G.Lamp0Dir);
float3 lighting = G.AmbientColor + saturate(ndotl) * G.Lamp0Color + saturate(-ndotl) * G.Lamp1Color;
#else
float3 lighting = 1;
#endif
OUT.HPosition = mul(G.ViewProjection, position);
OUT.Uv = IN.Uv;
OUT.Color = float4(Color.rgb * lighting, Color.a);
OUT.FogFactor = (G.FogParams.z - OUT.HPosition.w) * G.FogParams.w;
return OUT;
}
sampler2D DiffuseMap: register(s0);
float4 AdornPS(VertexOutput IN): COLOR0
{
float4 result = tex2D(DiffuseMap, IN.Uv) * IN.Color;
result.rgb = lerp(G.FogColor, result.rgb, saturate(IN.FogFactor));
return result;
}