//hlsl vs_2_0 #define textureCoordinateSetDTLA textureCoordinateSet0 #define textureCoordinateSetDTLB textureCoordinateSet1 #define textureCoordinateSetMASK textureCoordinateSet2 #define textureCoordinateSetDIRT textureCoordinateSet3 #define textureCoordinateSetSPEC textureCoordinateSet4 #define DECLARE_textureCoordinateSets \ float2 textureCoordinateSet0 : TEXCOORD0 : register(v7);\ float2 textureCoordinateSet1 : TEXCOORD1 : register(v8);\ float2 textureCoordinateSet2 : TEXCOORD2 : register(v9);\ float2 textureCoordinateSet3 : TEXCOORD3 : register(v10);\ float2 textureCoordinateSet4 : TEXCOORD4 : register(v11); #include "vertex_program/include/vertex_shader_constants.inc" #include "vertex_program/include/functions.inc" struct InputVertex { float4 position : POSITION0 : register(v0); float4 normal : NORMAL0 : register(v3); DECLARE_textureCoordinateSets }; struct OutputVertex { float4 position : POSITION0; float3 diffuse : COLOR0; float3 specular : COLOR1; float fog : FOG; float2 tcs_DTLA : TEXCOORD0; float2 tcs_DTLB : TEXCOORD1; float2 tcs_MASK : TEXCOORD2; float2 tcs_DIRT : TEXCOORD3; float2 tcs_SPEC : TEXCOORD4; float3 normal_o : TEXCOORD5; float3 halfAngle_o : TEXCOORD6; }; OutputVertex main(InputVertex inputVertex) { OutputVertex outputVertex; // transform vertex outputVertex.position = transform3d(inputVertex.position); // calculate fog outputVertex.fog = calculateFog(inputVertex.position); // copy texture coordinates outputVertex.tcs_DTLA = inputVertex.textureCoordinateSetDTLA; outputVertex.tcs_DTLB = inputVertex.textureCoordinateSetDTLB; outputVertex.tcs_MASK = inputVertex.textureCoordinateSetMASK; outputVertex.tcs_DIRT = inputVertex.textureCoordinateSetDIRT; outputVertex.tcs_SPEC = inputVertex.textureCoordinateSetSPEC; // calculate lighting outputVertex.diffuse = lightData.ambient.ambientColor; outputVertex.diffuse += calculateDiffuseLighting(true, inputVertex.position, inputVertex.normal); // calculate lighting DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(true, inputVertex.position, inputVertex.normal); outputVertex.diffuse = lightData.ambient.ambientColor + diffuseSpecular.diffuse; outputVertex.specular = diffuseSpecular.specular * material.specularColor; // setup for per-pixel specular lighting outputVertex.normal_o = inputVertex.normal; //Get view direction and compute half-angle outputVertex.halfAngle_o = calculateHalfAngle_o(inputVertex.position); return outputVertex; }