| 1 |
root |
1.1 |
struct vertexIn { |
| 2 |
root |
1.6 |
float4 Position : POSITION; |
| 3 |
|
|
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 |
|
|
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 |
1.1 |
}; |
| 14 |
|
|
|
| 15 |
root |
1.5 |
vertexOut main(vertexIn IN) |
| 16 |
root |
1.1 |
{ |
| 17 |
root |
1.6 |
vertexOut OUT; |
| 18 |
|
|
|
| 19 |
root |
1.7 |
float4 LightPos = { 0, 2, 5, 1 }; |
| 20 |
root |
1.6 |
|
| 21 |
root |
1.7 |
OUT.WorldNormal = normalize (IN.Normal.xyz); |
| 22 |
|
|
OUT.EyeVec = normalize (IN.Position).xyz; |
| 23 |
root |
1.6 |
OUT.LightVec = normalize (LightPos - IN.Position).xyz; |
| 24 |
root |
1.7 |
OUT.HPosition = mul (glstate.matrix.mvp, IN.Position); |
| 25 |
root |
1.6 |
OUT.TexCoord = IN.UV; |
| 26 |
root |
1.5 |
|
| 27 |
root |
1.6 |
return OUT; |
| 28 |
root |
1.1 |
} |
| 29 |
|
|
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