#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; }