#include "standardConstants.h" struct VS_in { float4 Position : POSITION; float2 TexCoord : TEXCOORD0; }; struct VS_out { float4 Position : POSITION; float3 TexCoord0 : TEXCOORD0; float3 Normal : COLOR0; float3 Light : COLOR1; }; float3 eye : register(c41); VS_out main(in VS_in input) { VS_out output; output.Position = mul(combinedMat, input.Position); float3 Vertex = mul(worldMat, input.Position).xyz; output.TexCoord0.xy = input.TexCoord; float3 viewVec = normalize(eye - Vertex); float3 Light = normalize(viewVec - lights[0].direction.xyz); output.Normal = 0.5*(1.0 + float3(0.0, 0.0, 1.0)); // compress output.Light = 0.5*(1.0 + Light); // output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); return output; }