mirror of
https://git.stillkill.net/MinecraftLeak/MinecraftLegends.git
synced 2026-10-22 13:22:20 +01:00
131 lines
3.0 KiB
Plaintext
131 lines
3.0 KiB
Plaintext
#include "ShaderConstantsGNM.h"
|
|
|
|
struct VS_Input {
|
|
float3 position : POSITION;
|
|
#ifdef COLOR_BASED
|
|
float4 color : COLOR;
|
|
#endif
|
|
float4 normal : NORMAL;
|
|
float2 texCoords : TEXCOORD_0;
|
|
};
|
|
|
|
struct PS_Input {
|
|
float4 position : S_POSITION;
|
|
|
|
float4 light : LIGHT;
|
|
float4 fogColor : FOG_COLOR;
|
|
|
|
#ifdef GLINT
|
|
// there is some alignment issue on the Windows Phone 1320 that causes the position
|
|
// to get corrupted if this is two floats and last in the struct memory wise
|
|
float4 layerUV : GLINT_UVS;
|
|
#endif
|
|
|
|
#ifdef USE_OVERLAY
|
|
float4 overlayColor : OVERLAY_COLOR;
|
|
#endif
|
|
|
|
#ifdef TINTED_ALPHA_TEST
|
|
float4 alphaTestMultiplier : ALPHA_MULTIPLIER;
|
|
#endif
|
|
|
|
float2 uv : TEXCOORD_0;
|
|
};
|
|
|
|
static const float AMBIENT = 0.45;
|
|
|
|
static const float XFAC = -0.1;
|
|
static const float ZFAC = 0.1;
|
|
|
|
|
|
float4 TransformRGBA8_SNORM(const float4 RGBA8_SNORM) {
|
|
#ifdef R8G8B8A8_SNORM_UNSUPPORTED
|
|
return RGBA8_SNORM * float(2.0).xxxx - float(1.0).xxxx;
|
|
#else
|
|
return RGBA8_SNORM;
|
|
#endif
|
|
}
|
|
|
|
|
|
float lightIntensity(const float4 position, const float4 normal) {
|
|
#ifdef FANCY
|
|
|
|
float3 N = normalize(mul(WORLD, normal)).xyz;
|
|
|
|
N.y *= TILE_LIGHT_COLOR.a;
|
|
|
|
//take care of double sided polygons on materials without culling
|
|
#ifdef FLIP_BACKFACES
|
|
float3 viewDir = normalize((mul(WORLD, position)).xyz);
|
|
if (dot(N, viewDir) > 0.0) {
|
|
N *= -1.0;
|
|
}
|
|
#endif
|
|
|
|
float yLight = (1.0 + N.y) * 0.5;
|
|
return yLight * (1.0 - AMBIENT) + N.x*N.x * XFAC + N.z*N.z * ZFAC + AMBIENT;
|
|
#else
|
|
return 1.0;
|
|
#endif
|
|
}
|
|
|
|
#ifdef GLINT
|
|
float2 calculateLayerUV(float2 origUV, float offset, float rotation) {
|
|
float2 uv = origUV;
|
|
uv -= 0.5;
|
|
float rsin = 0.f;
|
|
float rcos = 0.f;
|
|
sincos(rotation, rsin, rcos);
|
|
uv = mul(uv, float2x2(rcos, -rsin, rsin, rcos));
|
|
uv.x += offset;
|
|
uv += 0.5;
|
|
|
|
return uv * GLINT_UV_SCALE;
|
|
}
|
|
#endif
|
|
|
|
PS_Input main(in VS_Input VSInput)
|
|
{
|
|
PS_Input PSInput = (PS_Input)0;
|
|
|
|
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
|
|
float4 normal = TransformRGBA8_SNORM(VSInput.normal);
|
|
|
|
float L = lightIntensity(float4(VSInput.position, 1), normal);
|
|
|
|
#ifdef USE_OVERLAY
|
|
L += OVERLAY_COLOR.a * 0.35;
|
|
PSInput.overlayColor = OVERLAY_COLOR;
|
|
#endif
|
|
|
|
#ifdef TINTED_ALPHA_TEST
|
|
PSInput.alphaTestMultiplier = OVERLAY_COLOR.aaaa;
|
|
#endif
|
|
|
|
PSInput.light = float4(L.xxx * TILE_LIGHT_COLOR.rgb, 1.0);
|
|
|
|
#ifdef COLOR_BASED
|
|
PSInput.light *= VSInput.color;
|
|
#endif
|
|
|
|
#if( !defined(NO_TEXTURE) || !defined(COLOR_BASED) || defined(USE_COLOR_BLEND) )
|
|
PSInput.uv = VSInput.texCoords;
|
|
#endif
|
|
|
|
#ifdef USE_UV_ANIM
|
|
PSInput.uv.xy = UV_ANIM.xy + (PSInput.uv.xy * UV_ANIM.zw);
|
|
#endif
|
|
|
|
#ifdef GLINT
|
|
PSInput.layerUV.xy = calculateLayerUV(VSInput.texCoords, UV_OFFSET.x, UV_ROTATION.x);
|
|
PSInput.layerUV.zw = calculateLayerUV(VSInput.texCoords, UV_OFFSET.y, UV_ROTATION.y);
|
|
#endif
|
|
|
|
//fog
|
|
PSInput.fogColor.rgb = FOG_COLOR.rgb;
|
|
PSInput.fogColor.a = clamp(((PSInput.position.z / RENDER_DISTANCE) - FOG_CONTROL.x) / (FOG_CONTROL.y - FOG_CONTROL.x), 0.0, 1.0);
|
|
|
|
return PSInput;
|
|
}
|
|
|