[2024] | 1 | struct Plain_OUT
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| 2 | {
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| 3 | float4 vPos : POSITION;
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| 4 | float4 color :COLOR0;
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| 5 | };
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| 6 |
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| 7 | Plain_OUT Plain_VS(float4 position : POSITION,
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| 8 | float4 color : COLOR0,
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| 9 | uniform float4x4 WorldViewProj)
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| 10 | {
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| 11 | Plain_OUT OUT;
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| 12 | OUT.vPos = mul(WorldViewProj, position);
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| 13 | OUT.color = color;
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| 14 | return OUT;
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| 15 | }
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| 16 |
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| 17 |
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| 18 | struct PlainTex_OUT
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| 19 | {
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| 20 | float4 vPos : POSITION;
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| 21 | float4 color :COLOR0;
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| 22 | float4 texCoord: TEXCOORD0;
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| 23 | };
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| 24 |
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| 25 | PlainTex_OUT PlainTex_VS(float4 position : POSITION,
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[2294] | 26 | float4 color : COLOR,
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[2024] | 27 | float4 texCoord : TEXCOORD0,
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| 28 | uniform float4x4 WorldViewProj)
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| 29 | {
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| 30 | PlainTex_OUT OUT;
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| 31 | OUT.vPos = mul(WorldViewProj, position);
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| 32 | OUT.color = color;
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| 33 | OUT.texCoord = texCoord;
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| 34 | return OUT;
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| 35 | }
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| 36 |
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| 37 |
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| 38 | struct Shaded_OUT
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| 39 | {
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| 40 | float4 vPos : POSITION;
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| 41 | float4 wNormal : TEXCOORD0;
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| 42 | float4 wPos : TEXCOORD1;
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| 43 | };
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| 44 |
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| 45 | Shaded_OUT Shaded_VS(float4 position : POSITION,
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| 46 | float4 normal : NORMAL,
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| 47 | uniform float4x4 WorldViewProj,
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| 48 | uniform float4x4 World,
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| 49 | uniform float4x4 WorldInv)
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| 50 | {
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| 51 | Shaded_OUT OUT;
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| 52 | OUT.vPos = mul(WorldViewProj, position);
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| 53 | OUT.wPos = mul(World, position);
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| 54 | OUT.wNormal = mul(normal, WorldInv);
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| 55 | return OUT;
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| 56 | }
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| 57 |
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| 58 |
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| 59 | struct ShadedTex_OUT
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| 60 | {
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| 61 | float4 vPos : POSITION;
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| 62 | float4 texCoord : TEXCOORD0;
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| 63 | float4 wNormal : TEXCOORD1;
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| 64 | float4 wPos : TEXCOORD2;
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| 65 | };
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| 66 |
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| 67 | ShadedTex_OUT ShadedTex_VS(float4 position : POSITION,
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| 68 | float4 normal : NORMAL,
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| 69 | float4 texCoord : TEXCOORD0,
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| 70 | uniform float4x4 WorldViewProj,
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| 71 | uniform float4x4 World,
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| 72 | uniform float4x4 WorldInv)
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| 73 | {
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| 74 | ShadedTex_OUT OUT;
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| 75 | OUT.vPos = mul(WorldViewProj, position);
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| 76 | OUT.wPos = mul(World, position);
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| 77 | OUT.wNormal = mul(normal, WorldInv);
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| 78 | OUT.texCoord = texCoord;
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| 79 | return OUT;
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| 80 | }
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| 81 |
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| 82 |
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| 83 | struct ShadedBump_OUT
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| 84 | {
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| 85 | float4 vPos : POSITION;
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| 86 | float4 wNormal : TEXCOORD1;
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| 87 | float4 tangent : TEXCOORD2;
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| 88 | float4 binormal: TEXCOORD3;
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| 89 | float4 wPos : TEXCOORD4;
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| 90 | };
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| 91 |
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| 92 | ShadedBump_OUT ShadedBump_VS(float4 position : POSITION,
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| 93 | float4 normal : NORMAL,
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| 94 | float4 texCoord : TEXCOORD0,
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| 95 | float4 tangent : TANGENT,
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| 96 | float4 binormal : BINORMAL,
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| 97 | uniform float4x4 WorldViewProj,
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| 98 | uniform float4x4 World,
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| 99 | uniform float4x4 WorldInv)
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| 100 | {
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| 101 | ShadedBump_OUT OUT;
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| 102 | OUT.vPos = mul(WorldViewProj, position);
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| 103 | OUT.wPos = mul(World, position);
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| 104 | OUT.wNormal = mul(normal, WorldInv);
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| 105 | OUT.binormal = binormal;
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| 106 | OUT.tangent = tangent;
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| 107 | return OUT;
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| 108 | }
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| 109 |
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| 110 |
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| 111 | struct ShadedBumpTex_OUT
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| 112 | {
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| 113 | float4 vPos : POSITION;
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| 114 | float4 texCoord : TEXCOORD0;
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| 115 | float4 wNormal : TEXCOORD1;
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| 116 | float4 tangent : TEXCOORD2;
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| 117 | float4 binormal : TEXCOORD3;
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| 118 | float4 wPos : TEXCOORD4;
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| 119 | };
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| 120 |
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| 121 | ShadedBumpTex_OUT ShadedBumpTex_VS(float4 position : POSITION,
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| 122 | float4 normal : NORMAL,
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| 123 | float4 texCoord : TEXCOORD0,
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| 124 | float4 tangent : TANGENT,
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| 125 | float4 binormal : BINORMAL,
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| 126 | uniform float4x4 WorldViewProj,
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| 127 | uniform float4x4 World,
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| 128 | uniform float4x4 WorldInv)
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| 129 | {
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| 130 | ShadedBumpTex_OUT OUT;
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| 131 | OUT.vPos = mul(WorldViewProj, position);
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| 132 | OUT.wPos = mul(World, position);
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| 133 | OUT.wNormal = mul(normal, WorldInv);
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| 134 | OUT.texCoord = texCoord;
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| 135 | OUT.binormal = binormal;
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| 136 | OUT.tangent = tangent;
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| 137 | return OUT;
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| 138 | }
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| 139 |
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| 140 |
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| 141 | struct VPos_OUT
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| 142 | {
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| 143 | float4 VPos : POSITION;
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| 144 | float4 VPosition : TEXCOORD0;
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| 145 | };
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| 146 |
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[2181] | 147 | VPos_OUT VPos(float4 position : POSITION,
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[2024] | 148 | uniform float4x4 WorldViewProj)
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| 149 | {
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| 150 | VPos_OUT OUT;
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[2179] | 151 | OUT.VPos = OUT.VPosition = mul(WorldViewProj, position);
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[2024] | 152 | return OUT;
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| 153 | }
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| 154 |
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[2054] | 155 | struct MPos_OUT
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| 156 | {
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| 157 | float4 VPos : POSITION;
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| 158 | float4 MPos : TEXCOORD0;
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| 159 | };
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[2024] | 160 |
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[2181] | 161 | MPos_OUT MPos(float4 position : POSITION,
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[2054] | 162 | uniform float4x4 WorldViewProj)
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| 163 | {
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| 164 | MPos_OUT OUT;
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| 165 | OUT.VPos = mul(WorldViewProj, position);
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| 166 | OUT.MPos = position;
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| 167 | return OUT;
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| 168 | }
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| 169 |
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[2181] | 170 | MPos_OUT MPos_NoTransform(float4 position : POSITION)
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[2054] | 171 | {
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| 172 | MPos_OUT OUT;
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| 173 | OUT.VPos = position;
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| 174 | OUT.MPos = position;
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| 175 | return OUT;
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| 176 | }
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| 177 |
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[2024] | 178 | struct CPos_OUT
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| 179 | {
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| 180 | float4 VPos : POSITION;
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| 181 | float4 CPos : TEXCOORD0;
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| 182 | };
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| 183 |
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[2181] | 184 | CPos_OUT CPos(float4 position : POSITION,
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[2024] | 185 | uniform float4x4 WorldViewProj,
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| 186 | uniform float4x4 WorldView)
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| 187 | {
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| 188 | CPos_OUT OUT;
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| 189 | OUT.VPos = mul(WorldViewProj, position);
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| 190 | OUT.CPos = mul(WorldView, position);
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| 191 | return OUT;
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| 192 | }
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| 193 |
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[2054] | 194 | struct Shaded_CPos_OUT
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| 195 | {
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| 196 | float4 vPos : POSITION;
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| 197 | float4 wNormal : TEXCOORD0;
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| 198 | float4 wPos : TEXCOORD1;
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| 199 | float4 CPos : TEXCOORD2;
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| 200 | };
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[2024] | 201 |
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[2054] | 202 | Shaded_CPos_OUT Shaded_CPos_VS(float4 position : POSITION,
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| 203 | float4 normal : NORMAL,
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| 204 | uniform float4x4 WorldViewProj,
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| 205 | uniform float4x4 World,
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| 206 | uniform float4x4 WorldView,
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| 207 | uniform float4x4 WorldInv)
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| 208 | {
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| 209 | Shaded_CPos_OUT OUT;
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| 210 | OUT.vPos = mul(WorldViewProj, position);
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| 211 | OUT.wPos = mul(World, position);
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| 212 | OUT.CPos = mul(WorldView, position);
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| 213 | OUT.wNormal = mul(normal, WorldInv);
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| 214 | return OUT;
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| 215 | }
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| 216 |
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| 217 |
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[2024] | 218 | struct LightVPos_OUT
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| 219 | {
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| 220 | float4 VPos : POSITION;
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| 221 | float4 LightVPos : TEXCOORD0;
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| 222 | };
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| 223 |
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[2181] | 224 | LightVPos_OUT LightVPos(float4 position : POSITION,
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[2024] | 225 | uniform float4x4 WorldViewProj,
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[2179] | 226 | uniform float4x4 LightViewProj,
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| 227 | uniform float4x4 World)
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[2024] | 228 | {
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| 229 | LightVPos_OUT OUT;
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| 230 | OUT.VPos = mul(WorldViewProj, position);
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[2179] | 231 | float4 WPos = mul(World, position);
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| 232 | OUT.LightVPos = mul(LightViewProj, WPos);
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[2024] | 233 | return OUT;
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| 234 | }
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| 235 |
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| 236 |
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| 237 | struct LightCPos_OUT
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| 238 | {
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| 239 | float4 VPos : POSITION;
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| 240 | float4 LightVPos : TEXCOORD0;
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| 241 | float4 LightCPos : TEXCOORD1;
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| 242 | };
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| 243 |
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[2181] | 244 | LightCPos_OUT LightCPos(float4 position : POSITION,
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[2024] | 245 | uniform float4x4 WorldViewProj,
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[2179] | 246 | uniform float4x4 World,
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| 247 | uniform float4x4 LightViewProj,
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| 248 | uniform float4x4 LightView)
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[2024] | 249 | {
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| 250 | LightCPos_OUT OUT;
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| 251 | OUT.VPos = mul(WorldViewProj, position);
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[2179] | 252 | float4 WPos = mul(World, position);
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| 253 | OUT.LightVPos = mul(LightViewProj, WPos);
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| 254 | OUT.LightCPos = mul(LightView, WPos);
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[2024] | 255 | return OUT;
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| 256 | } |
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