#include "common.hlsli" struct vf { float4 hpos : POSITION; float4 c0 : COLOR0; // c0=all lighting }; vf main(v_vert v) { vf o; float3 N = unpack_normal(v.N); float3 L_rgb = v.color.xyz; // precalculated RGB lighting float3 L_hemi = v_hemi(N) * v.N.w; // hemisphere float L_sun = v.color.w; // sun occl only float3 L_final = L_rgb + L_hemi + L_ambient; o.hpos = mul(m_VP, v.P); // xform, input in world coords o.c0 = float4(L_final.x, L_final.y, L_final.z, L_sun); return o; }