#include "common.hlsli" struct vf { float4 hpos : POSITION; float2 tc0 : TEXCOORD0; float2 tc1 : TEXCOORD1; float2 tc2 : TEXCOORD2; 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.tc1 = o.tc0; // copy tc o.tc2 = o.tc0 * dt_params; // dt tc o.c0 = float4(v_hemi(N), dt.x); // c0=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; }