//hlsl vs_1_1 vs_2_0 #define textureCoordinateSetMAIN textureCoordinateSet0 #define textureCoordinateSetNRML textureCoordinateSet1 #define textureCoordinateSetDOT3 textureCoordinateSet2 #define DECLARE_textureCoordinateSets \ float2 textureCoordinateSetMAIN : TEXCOORD0 : register(v7); \ float2 textureCoordinateSetNRML : TEXCOORD1 : register(v8); \ float4 textureCoordinateSetDOT3 : TEXCOORD2 : register(v9); #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; float fog : FOG; float2 normalMapTextureCoordinateSet : TEXCOORD0; float3 directionToLight : TEXCOORD1; float3 halfAngle : TEXCOORD2; float2 diffuseMapTextureCoordinateSet : TEXCOORD3; }; 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); // copy texture coordinates outputVertex.normalMapTextureCoordinateSet = inputVertex.textureCoordinateSetNRML; outputVertex.directionToLight = transformDot3LightDirection(inputVertex.normal, inputVertex.textureCoordinateSetDOT3); outputVertex.halfAngle = transformHalfAngle(inputVertex.position, inputVertex.normal, inputVertex.textureCoordinateSetDOT3); outputVertex.diffuseMapTextureCoordinateSet = inputVertex.textureCoordinateSetMAIN; return outputVertex; }