//hlsl vs_1_1 #define textureCoordinateSetMAIN textureCoordinateSet0 #define DECLARE_textureCoordinateSets \ float2 textureCoordinateSet0 : TEXCOORD0 : register(v7); #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; float fog : FOG; float2 tcs_MAIN : TEXCOORD0; float2 tcs_MASK : TEXCOORD1; float3 tcs_ENVM : TEXCOORD2; }; OutputVertex main(InputVertex inputVertex) { OutputVertex outputVertex; // transform vertex outputVertex.position = transform3d(inputVertex.position); // calculate fog outputVertex.fog = calculateFog(inputVertex.position); // calculate reflection vector for env mapping float3 viewer_w = calculateViewerDirection_w(inputVertex.position); float3 normal_w = rotateNormalize_o2w(inputVertex.normal); outputVertex.tcs_ENVM = reflect(-viewer_w, normal_w); // calculate lighting outputVertex.diffuse = lightData.ambient.ambientColor; outputVertex.diffuse += calculateDiffuseLighting(false, inputVertex.position, inputVertex.normal); // copy texture coordinates outputVertex.tcs_MAIN = inputVertex.textureCoordinateSetMAIN; // must duplicate this for ps11 outputVertex.tcs_MASK = inputVertex.textureCoordinateSetMAIN; return outputVertex; }