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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26 | float4 color : COLOR0,
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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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147 | VPos_OUT VPos(float4 position : POSITION0,
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148 | uniform float4x4 WorldViewProj)
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149 | {
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150 | VPos_OUT OUT;
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151 | OUT.VPos = OUT.VPosition = mul(WorldViewProj, position);
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152 | return OUT;
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153 | }
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154 |
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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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160 |
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161 | MPos_OUT MPos(float4 position : POSITION0,
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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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170 | MPos_OUT MPos_NoTransform(float4 position : POSITION0)
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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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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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184 | CPos_OUT CPos(float4 position : POSITION0,
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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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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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201 |
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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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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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224 | LightVPos_OUT LightVPos(float4 position : POSITION0,
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225 | uniform float4x4 WorldViewProj,
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226 | uniform float4x4 LightViewProj,
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227 | uniform float4x4 World)
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228 | {
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229 | LightVPos_OUT OUT;
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230 | OUT.VPos = mul(WorldViewProj, position);
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231 | float4 WPos = mul(World, position);
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232 | OUT.LightVPos = mul(LightViewProj, WPos);
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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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244 | LightCPos_OUT LightCPos(float4 position : POSITION0,
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245 | uniform float4x4 WorldViewProj,
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246 | uniform float4x4 World,
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247 | uniform float4x4 LightViewProj,
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248 | uniform float4x4 LightView)
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249 | {
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250 | LightCPos_OUT OUT;
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251 | OUT.VPos = mul(WorldViewProj, position);
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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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255 | return OUT;
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256 | } |
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