1 | void main(float4 Pos: POSITION,
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2 | float3 Norm: NORMAL,
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3 | float3 texCoord: TEXCOORD0,
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4 | float3 texCoordNormalized: TEXCOORD1,
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5 | uniform float4 lightPosition,
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6 | uniform float4 ambientColour,
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7 | uniform float4x4 proj_matrix,
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8 | uniform float4x4 worldmatrix,
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9 | out float4 opos: POSITION,
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10 | out float3 otexCoord: TEXCOORD0,
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11 | out float3 otexCoordNormalized: TEXCOORD1,
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12 | out float4 olightvec: TEXCOORD2)
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13 | {
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14 | // Project it. For this sample using the normal projection
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15 | // matrix suffices, however, real applications will typically
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16 | // use a separate projection matrix for each light depending
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17 | // on its properties such as FOV and range.
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18 | float4 world_pos = mul(worldmatrix,Pos);
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19 | float4x4 matrixTest;
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20 | matrixTest[0] = float4(0.0,0.0,0.0,0.0);
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21 | matrixTest[1] = float4(0.0,0.0,0.0,0.0);
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22 | matrixTest[2] = float4(0.0,0.0,0.0,0.0);
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23 | matrixTest[3] = float4(0.0,0.0,0.0,0.0);
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24 | opos = float4(0.0,0.0,0.0,0.0); //mul(matrixTest,world_pos);
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25 | //opos = mul(proj_matrix,world_pos);
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26 | olightvec = lightPosition - world_pos;
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27 | otexCoord = texCoord;
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28 | otexCoordNormalized = texCoordNormalized;
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29 | }
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30 |
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31 |
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