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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 | } |