//hlsl vs_1_1 vs_2_0 #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; float2 textureCoordinateSet0 : TEXCOORD0; }; OutputVertex main(InputVertex inputVertex) { OutputVertex outputVertex; //-- transform vertex outputVertex.position = transform3d(inputVertex.position); //-- dot the direction to the eye with the interpolated normal float3 directionToCamera = calculateViewerDirection_w(inputVertex.position); float3 normal_w = rotateNormalize_o2w(inputVertex.normal); outputVertex.textureCoordinateSet0.x = dot(directionToCamera, normal_w); outputVertex.textureCoordinateSet0.y = 0; return outputVertex; }