48 lines
1.2 KiB
GLSL
48 lines
1.2 KiB
GLSL
void main(
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float3 in_pos,
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float3 in_normal,
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fixed4 in_color,
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half2 in_tex0,
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uniform float4x4 u_wvp,
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uniform float4x4 u_world,
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uniform float4x4 u_texMatrix,
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uniform half4 u_ambLight,
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uniform half4 u_surfProps,
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uniform half4 u_fogData,
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uniform half4 u_matColor,
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uniform half4 u_lightParams[MAX_LIGHTS],
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uniform half4 u_lightDirection[MAX_LIGHTS],
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uniform half4 u_lightColor[MAX_LIGHTS],
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half4 out v_color : COLOR0,
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half2 out v_tex0 : TEXCOORD0,
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half2 out v_tex1 : TEXCOORD1,
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fixed out v_fog : FOG,
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float4 out gl_Position : POSITION
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) {
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gl_Position = mul(float4(in_pos, 1.0), u_wvp);
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float3 Normal = mul(in_normal, float3x3(u_world));
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v_tex0 = in_tex0;
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v_tex1 = (mul(float4(Normal, 1.0), u_texMatrix)).xy;
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v_color = in_color;
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v_color.rgb += u_ambLight.rgb*surfAmbient;
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half3 color = float3(0.0, 0.0, 0.0);
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for(int i = 0; i < MAX_LIGHTS; i++){
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if(u_lightParams[i].x == 0.0)
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break;
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if(u_lightParams[i].x == 1.0){
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// direct
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fixed l = max(0.0, dot(Normal, -u_lightDirection[i].xyz));
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color += l*u_lightColor[i].rgb;
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}
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}
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v_color.rgb += color*surfDiffuse;
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v_color = clamp(v_color, 0.0, 1.0);
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v_color *= u_matColor;
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v_fog = DoFog(gl_Position.w, u_fogData);
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}
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