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); 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; 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; 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; }