//hlsl vs_1_1 vs_2_0 #define textureCoordinateSetDOT3 textureCoordinateSet0 #define textureCoordinateSetNRML textureCoordinateSet1 #define DECLARE_textureCoordinateSets \ float4 textureCoordinateSet0 : TEXCOORD0 : register(v7); \ float2 textureCoordinateSet1 : TEXCOORD1 : register(v8); #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; float3 textureCoordinateSet0 : TEXCOORD0; float2 textureCoordinateSet1 : 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(true, inputVertex.position, inputVertex.normal); // setup for per-pixel lighting // pack the normal into 0..1 because ps1.1 clamps to 0..1 outputVertex.textureCoordinateSet0 = reverseSignAndBias(transformDot3LightDirection(inputVertex.normal, inputVertex.textureCoordinateSetDOT3)); outputVertex.textureCoordinateSet1 = inputVertex.textureCoordinateSetNRML; return outputVertex; }