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