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