//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; float3 specular : COLOR1; float fog : FOG; float2 tcs_MAIN : TEXCOORD0; float2 tcs_SPEC : TEXCOORD1; float2 lightLookUpCoords : TEXCOORD2; }; 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_MAIN = inputVertex.textureCoordinateSetMAIN; // this must be duplicated for ps_1_1 outputVertex.tcs_SPEC = inputVertex.textureCoordinateSetMAIN; // calculate lighting //*** Calculate only diffuse for ps1.1. The second specular is thrown out because we end up too any instructions otherwise //DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(false, inputVertex.position, inputVertex.normal); //outputVertex.diffuse = lightData.ambient.ambientColor + diffuseSpecular.diffuse; //outputVertex.specular = diffuseSpecular.specular * material.specularColor; outputVertex.diffuse = lightData.ambient.ambientColor; outputVertex.diffuse += calculateDiffuseLighting(false, inputVertex.position, inputVertex.normal); outputVertex.specular = float4(0.0, 0.0, 0.0, 0.0); outputVertex.lightLookUpCoords = calculateDiffuseSpecularLightingLookupTextureCoordinates(inputVertex.position, inputVertex.normal); return outputVertex; }