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2018-04-24 13:27:52 -04:00

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//hlsl vs_1_1 vs_2_0
#include "vertex_program/include/vertex_shader_constants.inc"
#include "vertex_program/include/functions.inc"
struct Input
{
float4 position : POSITION0 : register(v0);
};
struct Output
{
float4 position : POSITION0;
float4 diffuse : COLOR0;
float fog : FOG;
};
Output main(Input vertex)
{
Output output;
// transform vertex
output.position = mul(vertex.position, objectWorldCameraProjectionMatrix);
// calculate fog
output.fog = calculateFog(vertex.position);
// calculate lighting
output.diffuse = lightData.ambient.ambientColor + calculateDiffuseLighting(false, vertex.position, normalize(vertex.position));
return output;
}