//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; float4 diffuse : COLOR0; float fog : FOG; float2 textureCoordinateSet0 : TEXCOORD0; float falloff : TEXCOORD1; }; OutputVertex main(InputVertex inputVertex) { OutputVertex outputVertex; // transform vertex outputVertex.position = transform3d(inputVertex.position); // calculate fog outputVertex.fog = calculateFog(inputVertex.position); // calculate lighting outputVertex.diffuse = lightData.ambient.ambientColor; outputVertex.diffuse += calculateDiffuseLighting(false, inputVertex.position, inputVertex.normal); outputVertex.diffuse = saturate(outputVertex.diffuse); // copy texture coordinates outputVertex.textureCoordinateSet0 = inputVertex.textureCoordinateSetMAIN; //Setup edge softing on cloud layer // transform vertex normal from object space to world space to send to ps for lighting float3 normal_w = rotateNormalize_o2w(inputVertex.normal); // transform view direction from object space to world space to send to ps for env mapping float3 viewer_w = calculateViewerDirection_w(inputVertex.position); outputVertex.falloff = saturate(dot(normal_w, viewer_w)*6.0f); return outputVertex; }