#include "common.hlsli"

struct vf
{
    float4 hpos : POSITION;
    float2 tc0 : TEXCOORD0;
    float2 tc1 : TEXCOORD1;
    float2 tch : TEXCOORD2;
    float2 tc2 : TEXCOORD3;
    float4 c0 : COLOR0; // c0=hemi+v-lights, 	c0.a = dt*
    float4 c1 : COLOR1; // c1=sun, 		c1.a = dt+
    float fog : FOG;
};

vf main(v_lmap v)
{
    vf o;

    float2 dt = calc_detail(v.P);
    float3 N = unpack_normal(v.N);

    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.tc0		= unpack_tc_base	(v.tc0);			// copy tc
    o.tc1 = unpack_tc_lmap(v.uv1); // copy tc
    o.tch = o.tc1;
    o.tc2 = o.tc0 * dt_params; // dt tc
    o.c0 = float4(v_hemi(N), dt.x); // c0=hemi+v-lights, 	c0.a = dt*
    o.c1 = float4(v_sun(N), dt.y); // c1=sun, 		c1.a = dt+
    o.fog = calc_fogging(v.P); // fog, input in world coords

    return o;
}
