| 1 |
root |
1.1 |
struct vertexIn { |
| 2 |
root |
1.6 |
float4 Position : POSITION; |
| 3 |
|
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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 |
|
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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 |
1.9 |
float3 WorldView : TEXCOORD4; |
| 14 |
root |
1.10 |
float3 test1 : TEXCOORD5; |
| 15 |
|
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float3 test2 : TEXCOORD5; |
| 16 |
root |
1.1 |
}; |
| 17 |
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|
| 18 |
root |
1.12 |
vertexOut main(vertexIn IN, |
| 19 |
|
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uniform float4 lightpos) |
| 20 |
root |
1.1 |
{ |
| 21 |
root |
1.6 |
vertexOut OUT; |
| 22 |
|
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|
| 23 |
root |
1.12 |
float4 LightPos = lightpos; |
| 24 |
root |
1.6 |
|
| 25 |
root |
1.8 |
float3 wpos = mul (glstate.matrix.modelview[0], IN.Position).xyz; |
| 26 |
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|
| 27 |
|
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OUT.WorldNormal = normalize (mul (glstate.matrix.invtrans.modelview[0], IN.Normal).xyz); |
| 28 |
root |
1.9 |
OUT.EyeVec = normalize (wpos); |
| 29 |
|
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OUT.WorldView = normalize (glstate.matrix.invtrans.projection[3].xyz - wpos); |
| 30 |
root |
1.8 |
OUT.LightVec = normalize (mul (glstate.matrix.modelview[0], LightPos).xyz - wpos); |
| 31 |
root |
1.7 |
OUT.HPosition = mul (glstate.matrix.mvp, IN.Position); |
| 32 |
root |
1.6 |
OUT.TexCoord = IN.UV; |
| 33 |
root |
1.5 |
|
| 34 |
root |
1.6 |
return OUT; |
| 35 |
root |
1.1 |
} |
| 36 |
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