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2026-03-08 15:37:55 -05:00

46 lines
1.1 KiB
HLSL

#include "ShaderConstants.fxh"
struct VS_Input
{
float3 position : POSITION;
float4 color : COLOR;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Input
{
float4 position : SV_Position;
float4 color : COLOR;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
static const float fogNear = 0.9;
static const float3 inverseLightDirection = float3( 0.62, 0.78, 0.0 );
static const float ambient = 0.7;
void main( in VS_Input VSInput, out PS_Input PSInput )
{
#ifdef INSTANCEDSTEREO
int i = VSInput.instanceID;
PSInput.position = mul( WORLDVIEWPROJ_STEREO[i], float4( VSInput.position, 1 ) );
PSInput.instanceID = i;
float3 worldPos = mul(WORLD_STEREO, float4(VSInput.position, 1));
#else
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
float3 worldPos = mul(WORLD, float4(VSInput.position, 1));
#endif
PSInput.color = VSInput.color * CURRENT_COLOR;
float depth = length(worldPos) / RENDER_DISTANCE;
float fog = max( depth - fogNear, 0.0 );
PSInput.color.a *= 1.0 - fog;
}