1 |
root |
1.1 |
struct vertexIn { |
2 |
root |
1.6 |
float4 Position : POSITION; |
3 |
|
|
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 |
|
|
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 |
1.1 |
}; |
14 |
|
|
|
15 |
root |
1.5 |
vertexOut main(vertexIn IN) |
16 |
root |
1.1 |
{ |
17 |
root |
1.6 |
vertexOut OUT; |
18 |
|
|
|
19 |
root |
1.7 |
float4 LightPos = { 0, 2, 5, 1 }; |
20 |
root |
1.6 |
|
21 |
root |
1.8 |
float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
22 |
|
|
|
23 |
|
|
OUT.WorldNormal = normalize (mul (glstate.matrix.invtrans.modelview[0], IN.Normal).xyz); |
24 |
|
|
OUT.EyeVec = -normalize (wpos); |
25 |
|
|
OUT.LightVec = normalize (mul (glstate.matrix.modelview[0], LightPos).xyz - wpos); |
26 |
root |
1.7 |
OUT.HPosition = mul (glstate.matrix.mvp, IN.Position); |
27 |
root |
1.6 |
OUT.TexCoord = IN.UV; |
28 |
root |
1.5 |
|
29 |
root |
1.6 |
return OUT; |
30 |
root |
1.1 |
} |
31 |
|
|
|