Moving some file around...
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| struct a2v | ||||
| { | ||||
|     float4 Position : POSITION; //in object space | ||||
|     float3 Normal : NORMAL; | ||||
| }; | ||||
|  | ||||
| struct v2f | ||||
| { | ||||
|     float4 Position : POSITION; //in projection space | ||||
|     float4 TexCoords : TEXCOORD0; | ||||
|     float3 LightDirection : TEXCOORD1; | ||||
|     float3 Normal : TEXCOORD2; | ||||
| }; | ||||
|  | ||||
| v2f main(a2v IN,uniform float4x4 world, uniform float4x4 viewProj/*,uniform float4 ambient*/) | ||||
| { | ||||
|     v2f OUT; | ||||
|  | ||||
|     OUT.Position = mul(world, IN.Position); | ||||
|  | ||||
|     OUT.TexCoords.xyz = OUT.Position.xyz /8; | ||||
| 	OUT.TexCoords.w = 1; | ||||
| 	 | ||||
| 	OUT.Position = mul(viewProj, OUT.Position); | ||||
| 	 | ||||
|  | ||||
|      | ||||
|     // calculate light vector | ||||
| 	/*float3 N = normalize(IN.Normal); | ||||
| 	float3 lightPosition = float3(0,0,0); | ||||
| 	float3 L = normalize(lightPosition - IN.Position.xyz); */ | ||||
|  | ||||
| 	// Calculate diffuse component | ||||
| 	//float diffuse = max(dot(N, L) , 0); | ||||
|  | ||||
| 	//OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0); | ||||
| 	 | ||||
| 	//OUT.Color = float4((IN.Normal + float3(1.0,1.0,1.0)) / 2.0, 0.0); | ||||
| 	 | ||||
| 	OUT.LightDirection = normalize(float3(1.0,1.0,1.0)); | ||||
| 	OUT.Normal = IN.Normal; | ||||
|  | ||||
|     return OUT; | ||||
| } | ||||
|  | ||||
| /*v2f main(a2v IN,uniform float4x4 worldViewProj,uniform float4 ambient) | ||||
| { | ||||
|     v2f OUT; | ||||
|  | ||||
|     OUT.Position = mul(worldViewProj, IN.Position); | ||||
|  | ||||
|     OUT.TexCoords.xyz = IN.Position.xyz / 4; | ||||
| 	OUT.TexCoords.w = 1; | ||||
|  | ||||
|     //OUT.Color = float4(1.0,0.0,0.0,1.0); | ||||
|      | ||||
|     // calculate light vector | ||||
| 	float3 N = normalize(IN.Normal); | ||||
| 	float3 lightPosition = float3(0,0,0); | ||||
| 	float3 L = normalize(lightPosition - IN.Position.xyz); | ||||
|  | ||||
| 	// Calculate diffuse component | ||||
| 	float diffuse = max(dot(N, L) , 0); | ||||
|  | ||||
| 	OUT.Color = ambient + float4(diffuse,diffuse,diffuse,1.0); | ||||
|  | ||||
|     return OUT; | ||||
| }*/ | ||||
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