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13 | float3 WorldView : TEXCOORD4; |
13 | float3 WorldView : TEXCOORD4; |
14 | float3 test1 : TEXCOORD5; |
14 | float3 test1 : TEXCOORD5; |
15 | float3 test2 : TEXCOORD5; |
15 | float3 test2 : TEXCOORD5; |
16 | }; |
16 | }; |
17 | |
17 | |
18 | vertexOut main(vertexIn IN) |
18 | vertexOut main(vertexIn IN, |
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19 | uniform float4 lightpos) |
19 | { |
20 | { |
20 | vertexOut OUT; |
21 | vertexOut OUT; |
21 | |
22 | |
22 | float4 LightPos = { 0, 2, 10, 1 }; |
23 | float4 LightPos = lightpos; |
23 | |
24 | |
24 | float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
25 | float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
25 | |
26 | |
26 | OUT.WorldNormal = normalize (mul (glstate.matrix.invtrans.modelview[0], IN.Normal).xyz); |
27 | OUT.WorldNormal = normalize (mul (glstate.matrix.invtrans.modelview[0], IN.Normal).xyz); |
27 | OUT.EyeVec = normalize (wpos); |
28 | OUT.EyeVec = normalize (wpos); |