#include "shaders/common/hlslStructs.h" uniform float4x4 WorldITXf : WorldInverseTranspose; uniform float4x4 WvpXf : WorldViewProjection; uniform float4x4 WorldXf : World; uniform float4x4 ViewIXf : ViewInverse; struct VS_OUTPUT { float3 Position : POSITION; float4 UV : TEXCOORD0; float4 Normal : NORMAL; float4 Tangent : TANGENT0; float4 Binormal : BINORMAL0; }; VS_OUTPUT std_VS(VertexIn_PNT IN) { VS_OUTPUT OUT = (VS_OUTPUT)0; OUT.WorldNormal = mul(IN.Normal,WorldITXf).xyz; OUT.WorldTangent = mul(IN.Tangent,WorldITXf).xyz; OUT.WorldBinormal = mul(IN.Binormal,WorldITXf).xyz; float4 Po = float4(IN.Position.xyz,1); float3 Pw = mul(Po,WorldXf).xyz; OUT.LightVec = (Lamp0Pos - Pw); #ifdef FLIP_TEXTURE_Y OUT.UV = float2(IN.UV.x,(1.0-IN.UV.y)); #else /* !FLIP_TEXTURE_Y */ OUT.UV = IN.UV.xy; #endif /* !FLIP_TEXTURE_Y */ OUT.WorldView = normalize(ViewIXf[3].xyz - Pw); OUT.HPosition = mul(Po,WvpXf); return OUT; }