… | |
… | |
25 | float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
25 | float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
26 | |
26 | |
27 | 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); |
28 | OUT.EyeVec = normalize (wpos); |
28 | OUT.EyeVec = normalize (wpos); |
29 | OUT.WorldView = normalize (glstate.matrix.invtrans.projection[3].xyz - wpos); |
29 | OUT.WorldView = normalize (glstate.matrix.invtrans.projection[3].xyz - wpos); |
30 | OUT.LightVec = normalize (mul (glstate.matrix.modelview[0], LightPos).xyz - wpos); |
30 | OUT.LightVec = normalize (LightPos - wpos); |
31 | OUT.HPosition = mul (glstate.matrix.mvp, IN.Position); |
31 | OUT.HPosition = mul (glstate.matrix.mvp, IN.Position); |
32 | OUT.TexCoord = IN.UV; |
32 | OUT.TexCoord = IN.UV; |
33 | |
33 | |
34 | return OUT; |
34 | return OUT; |
35 | } |
35 | } |