//hlsl vs_1_1 #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); }; struct OutputVertex { float4 position : POSITION0; float3 normal_o : TEXCOORD0; float3 viewer_o : TEXCOORD1; }; OutputVertex main(InputVertex inputVertex) { OutputVertex outputVertex; float3 temp = float3(1.0, 1.0, 0.5); // transform vertex outputVertex.position = transform3d(inputVertex.position); // transform vertex normal from object space to world space to send to ps for lighting outputVertex.normal_o = normalize(inputVertex.normal); //outputVertex.normal_o = temp; // transform view direction from object space to world space to send to ps for env mapping outputVertex.viewer_o = calculateViewerDirection_o(inputVertex.position); //outputVertex.viewer_o = temp; return outputVertex; }