1 |
root |
1.1 |
struct vertexIn { |
2 |
root |
1.6 |
float4 Position : POSITION; |
3 |
|
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float4 Normal : NORMAL; |
4 |
|
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float4 UV : TEXCOORD0; |
5 |
root |
1.1 |
}; |
6 |
root |
1.6 |
|
7 |
root |
1.1 |
struct vertexOut { |
8 |
root |
1.6 |
float4 HPosition : POSITION; |
9 |
|
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float4 TexCoord : TEXCOORD0; |
10 |
|
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float3 LightVec : TEXCOORD1; |
11 |
|
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float3 EyeVec : TEXCOORD2; |
12 |
|
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float3 WorldNormal : TEXCOORD3; |
13 |
root |
1.9 |
float3 WorldView : TEXCOORD4; |
14 |
root |
1.10 |
float3 test1 : TEXCOORD5; |
15 |
|
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float3 test2 : TEXCOORD5; |
16 |
root |
1.1 |
}; |
17 |
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|
18 |
root |
1.12 |
vertexOut main(vertexIn IN, |
19 |
|
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uniform float4 lightpos) |
20 |
root |
1.1 |
{ |
21 |
root |
1.6 |
vertexOut OUT; |
22 |
|
|
|
23 |
root |
1.15 |
float4 LightPos = float4 (0, 10, 0, 1);//lightpos; |
24 |
root |
1.6 |
|
25 |
root |
1.8 |
float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
26 |
|
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|
27 |
|
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OUT.WorldNormal = normalize (mul (glstate.matrix.invtrans.modelview[0], IN.Normal).xyz); |
28 |
root |
1.9 |
OUT.EyeVec = normalize (wpos); |
29 |
|
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OUT.WorldView = normalize (glstate.matrix.invtrans.projection[3].xyz - wpos); |
30 |
root |
1.13 |
OUT.LightVec = normalize (LightPos - wpos); |
31 |
root |
1.7 |
OUT.HPosition = mul (glstate.matrix.mvp, IN.Position); |
32 |
root |
1.6 |
OUT.TexCoord = IN.UV; |
33 |
root |
1.5 |
|
34 |
root |
1.6 |
return OUT; |
35 |
root |
1.1 |
} |
36 |
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