#include "common.hlsli"

struct vf
{
    float4 hpos : POSITION;
    float2 tc0 : TEXCOORD0;
    float2 tc1 : TEXCOORD1;
    float3 c0 : COLOR0;
};

vf main(v_lmap v)
{
    vf o;

    o.hpos = mul(m_VP, v.P); // xform, input in world coords
    o.tc0 = unpack_tc_base(v.uv0, v.T.w, v.B.w); // copy tc
    o.tc1 = o.tc0; // copy tc
    o.c0 = v_hemi(unpack_normal(v.N)); // just ambient

    return o;
}
