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struct vertexIn { |
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float4 Position : POSITION; |
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float4 Normal : NORMAL; |
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float4 UV : TEXCOORD0; |
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}; |
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|
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struct vertexOut { |
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float4 HPosition : POSITION; |
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float4 TexCoord : TEXCOORD0; |
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float3 LightVec : TEXCOORD1; |
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float3 EyeVec : TEXCOORD2; |
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float3 WorldNormal : TEXCOORD3; |
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float3 WorldView : TEXCOORD4; |
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float3 test1 : TEXCOORD5; |
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float3 test2 : TEXCOORD5; |
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}; |
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|
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vertexOut main(vertexIn IN, |
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uniform float4 lightpos) |
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{ |
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vertexOut OUT; |
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|
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float4 LightPos = float4 (0, 10, 0, 1);//lightpos; |
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|
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float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
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float4 hpos = mul (glstate.matrix.mvp, IN.Position); |
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//hpos.z = log (hpos.z + 10); |
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|
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OUT.HPosition = hpos; |
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OUT.WorldNormal = normalize (mul (glstate.matrix.invtrans.modelview[0], IN.Normal).xyz); |
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OUT.EyeVec = normalize (wpos); |
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OUT.WorldView = normalize (glstate.matrix.invtrans.projection[3].xyz - wpos); |
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OUT.LightVec = normalize (LightPos - wpos); |
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OUT.TexCoord = IN.UV; |
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|
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return OUT; |
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} |
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