struct VS_OUTPUT { float4 Pos: POSITION; float3 normal: TEXCOORD0; float3 lightVec : TEXCOORD1; float2 texCoord: TEXCOORD2; float2 texCoordNormalized: TEXCOORD3; }; float4x4 worldviewproj; float4x4 worldmatrix; float4x4 worldview; VS_OUTPUT main( float4 position : POSITION, float3 normal : NORMAL, float2 texCoord : TEXCOORD0, float2 texCoordNormalized : TEXCOORD1, float3 inTangent : TEXCOORD2, float3 inBinormal : BINORMAL ) { VS_OUTPUT Out; Out.Pos = mul(worldviewproj,position); Out.normal = normal; Out.lightVec = mul(worldview,position).xyz; Out.texCoord = texCoord; Out.texCoordNormalized = texCoordNormalized; return Out; }