librw/src/d3d/shaders/matfx_env_VS.hlsl

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float4x4 combinedMat : register(c0);
float4x4 worldMat : register(c4);
float3x3 normalMat : register(c8);
float4 matCol : register(c12);
float4 surfProps : register(c13);
float4 ambientLight : register(c14);
#define surfAmbient (surfProps.x)
#define surfSpecular (surfProps.y)
#define surfDiffuse (surfProps.z)
#define surfPrelight (surfProps.w)
#include "lighting.h"
int numDirLights : register(i0);
int numPointLights : register(i1);
int numSpotLights : register(i2);
int4 firstLight : register(c15);
Light lights[8] : register(c16);
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float4x4 texMat : register(c40);
#define firstDirLight (firstLight.x)
#define firstPointLight (firstLight.y)
#define firstSpotLight (firstLight.z)
struct VS_in
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
float4 Prelight : COLOR0;
};
struct VS_out {
float4 Position : POSITION;
float2 TexCoord0 : TEXCOORD0;
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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);
float3 Vertex = mul(worldMat, input.Position).xyz;
float3 Normal = mul(normalMat, input.Normal);
output.TexCoord0 = input.TexCoord;
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output.TexCoord1 = mul(texMat, float4(Normal, 1.0)).xy;
output.Color = float4(0.0, 0.0, 0.0, 1.0);
if(surfPrelight > 0.0)
output.Color = input.Prelight;
output.Color.rgb += ambientLight.rgb * surfAmbient;
int i;
#ifdef DIRECTIONALS
for(i = 0; i < numDirLights; i++)
output.Color.xyz += DoDirLight(lights[i+firstDirLight], Normal)*surfDiffuse;
#endif
#ifdef POINTLIGHTS
for(i = 0; i < numPointLights; i++)
output.Color.xyz += DoPointLight(lights[i+firstPointLight], Vertex.xyz, Normal)*surfDiffuse;
#endif
#ifdef SPOTLIGHTS
for(i = 0; i < numSpotLights; i++)
output.Color.xyz += DoSpotLight(lights[i+firstSpotLight], Vertex.xyz, Normal)*surfDiffuse;
#endif
// PS2 clamps before material color
output.Color = clamp(output.Color, 0.0, 1.0);
output.Color *= matCol;
return output;
}