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1 | #include "shaders/common/hlslStructs.h" | |
2 | uniform float4x4 WorldITXf : WorldInverseTranspose; | |
3 | uniform float4x4 WvpXf : WorldViewProjection; | |
4 | uniform float4x4 WorldXf : World; | |
5 | uniform float4x4 ViewIXf : ViewInverse; | |
6 | ||
7 | ||
8 | struct VS_OUTPUT { | |
9 | float3 Position : POSITION; | |
10 | float4 UV : TEXCOORD0; | |
11 | float4 Normal : NORMAL; | |
12 | float4 Tangent : TANGENT0; | |
13 | float4 Binormal : BINORMAL0; | |
14 | }; | |
15 | ||
16 | VS_OUTPUT std_VS(VertexIn_PNT IN) { | |
17 | VS_OUTPUT OUT = (VS_OUTPUT)0; | |
18 | OUT.WorldNormal = mul(IN.Normal,WorldITXf).xyz; | |
19 | OUT.WorldTangent = mul(IN.Tangent,WorldITXf).xyz; | |
20 | OUT.WorldBinormal = mul(IN.Binormal,WorldITXf).xyz; | |
21 | float4 Po = float4(IN.Position.xyz,1); | |
22 | float3 Pw = mul(Po,WorldXf).xyz; | |
23 | OUT.LightVec = (Lamp0Pos - Pw); | |
24 | #ifdef FLIP_TEXTURE_Y | |
25 | OUT.UV = float2(IN.UV.x,(1.0-IN.UV.y)); | |
26 | #else /* !FLIP_TEXTURE_Y */ | |
27 | OUT.UV = IN.UV.xy; | |
28 | #endif /* !FLIP_TEXTURE_Y */ | |
29 | OUT.WorldView = normalize(ViewIXf[3].xyz - Pw); | |
30 | OUT.HPosition = mul(Po,WvpXf); | |
31 | return OUT; | |
32 | } |