//hlsl vs_2_0 #define textureCoordinateSetMAIN textureCoordinateSet0 #define textureCoordinateSetREP0 textureCoordinateSet1 #define DECLARE_textureCoordinateSets \ float2 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; float3 diffuse : COLOR0; float3 specular : COLOR1; float fog : FOG; float2 tcs_MAIN : TEXCOORD0; float2 tcs_REP0 : TEXCOORD1; float3 normal_o : TEXCOORD2; float3 halfAngle_o : TEXCOORD3; }; OutputVertex main(InputVertex inputVertex) { OutputVertex outputVertex; // transform vertex outputVertex.position = transform3d(inputVertex.position); // calculate fog outputVertex.fog = calculateFog(inputVertex.position); // copy texture coordinates outputVertex.tcs_MAIN = inputVertex.textureCoordinateSetMAIN; outputVertex.tcs_REP0 = inputVertex.textureCoordinateSetREP0; // calculate lighting DiffuseSpecular diffuseSpecular = calculateDiffuseSpecularLighting(true, inputVertex.position, inputVertex.normal); outputVertex.diffuse = lightData.ambient.ambientColor + diffuseSpecular.diffuse; outputVertex.specular = diffuseSpecular.specular * material.specularColor; // setup for per-pixel specular lighting outputVertex.normal_o = inputVertex.normal; //Get view direction and compute half-angle outputVertex.halfAngle_o = calculateHalfAngle_o(inputVertex.position); return outputVertex; }