librw/src/d3d/shaders/matfx_env_VS.hlsl

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#include "standardConstants.h"
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float4x4 texMat : register(c41);
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Prelight : COLOR0;
};
struct VS_out {
float4 Position : POSITION;
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float3 TexCoord0 : TEXCOORD0; // also fog
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float2 TexCoord1 : TEXCOORD1;
float4 Color : COLOR0;
};
VS_out main(in VS_in input)
{
VS_out output;
output.Position = mul(combinedMat, input.Position);
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float3 V = mul(worldMat, input.Position).xyz;
float3 N = mul(normalMat, input.Normal);
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output.TexCoord0.xy = input.TexCoord;
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output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy;
output.Color = input.Prelight;
output.Color.rgb += ambientLight.rgb * surfAmbient;
int i;
#ifdef DIRECTIONALS
for(i = 0; i < numDirLights; i++)
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output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse;
#endif
#ifdef POINTLIGHTS
for(i = 0; i < numPointLights; i++)
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output.Color.xyz += DoPointLight(lights[i+firstPointLight], V, N)*surfDiffuse;
#endif
#ifdef SPOTLIGHTS
for(i = 0; i < numSpotLights; i++)
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output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], V, N)*surfDiffuse;
#endif
// PS2 clamps before material color
output.Color = clamp(output.Color, 0.0, 1.0);
output.Color *= matCol;
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output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0);
return output;
}