source: GTP/trunk/App/Demos/Illum/IBRBillboardCloudTrees/OGRE/IBRTreesOGRE/media/oldgeneral/depth_shadow_mapping_indirect_texturing_vp.shd @ 1493

Revision 1493, 740 bytes checked in by igarcia, 18 years ago (diff)
Line 
1struct VS_OUTPUT {
2   float4 Pos:       POSITION;
3   float3 normal:    TEXCOORD0;
4   float3 lightVec : TEXCOORD1;
5   float2 texCoord:  TEXCOORD2;
6   float2 texCoordNormalized: TEXCOORD3;
7};
8
9float4x4 worldviewproj;
10float4x4 worldmatrix;
11float4x4 worldview;
12
13VS_OUTPUT main(
14      float4 position : POSITION,
15      float3 normal : NORMAL,
16      float2 texCoord : TEXCOORD0,
17      float2 texCoordNormalized : TEXCOORD1,
18      float3 inTangent : TEXCOORD2,
19      float3 inBinormal : BINORMAL
20      )
21{
22        VS_OUTPUT Out;
23
24        Out.Pos = mul(worldviewproj,position);
25        Out.normal = normal;
26        Out.lightVec = mul(worldview,position).xyz;
27        Out.texCoord = texCoord;
28        Out.texCoordNormalized = texCoordNormalized;
29
30        return Out;
31}
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