//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; }; 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 * 2); // copy texture coordinates outputVertex.textureCoordinateSet0 = 40 * inputVertex.textureCoordinateSetMAIN; return outputVertex; }