1 | struct VS_OUTPUT {
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2 | float4 Pos: POSITION;
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3 | float2 texCoord: TEXCOORD0;
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4 | float2 subTexCoord: TEXCOORD1;
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5 |
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6 | float diffuse: TEXCOORD2;
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7 | };
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8 |
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9 |
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10 | uniform float4x4 worldviewproj;
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11 | uniform float3 lightPosition; // object space
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12 | uniform float3 eyePosition; // object space
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13 | uniform float4 shininess;
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14 |
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15 | VS_OUTPUT main_vp(
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16 | float4 position: POSITION,
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17 | float3 normal: NORMAL,
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18 | float2 subTexCoord: TEXCOORD0,
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19 | float4 color: COLOR
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20 | )
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21 | {
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22 | VS_OUTPUT Out;
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23 |
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24 | Out.Pos = mul(worldviewproj, position);
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25 | Out.subTexCoord = subTexCoord;
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26 | Out.texCoord = color.xy;
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27 |
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28 | // Calculate vertex to eye vector
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29 | float3 vertToEye = position - eyePosition;
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30 | float aligned = dot(normal, vertToEye);
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31 |
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32 | // calculate light vector
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33 | float3 N = normalize(normal);
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34 | float3 L = normalize(lightPosition - position.xyz);
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35 |
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36 | // calculate light vector
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37 | N = normalize(-normal);
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38 | L = normalize(lightPosition - position.xyz);
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39 |
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40 | // Calculate diffuse component
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41 | Out.diffuse = clamp(dot(N, L) , 0.0, 1.0) + clamp(-dot(N, L) , 0.0, 1.0);
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42 |
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43 | return Out;
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44 | } |
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