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Text File  |  2005-03-22  |  1KB  |  46 lines

  1.  
  2. struct SHADERFLAG_OUTPUT
  3. {
  4.     float4    Position : POSITION;
  5.     float4    Transformed : TEXCOORD0;
  6.     float4    Attrib : TEXCOORD1;
  7.     float4    Color : TEXCOORD2;
  8.     float3  LightInView  : TEXCOORD3;
  9.     float4  FustrumPos   : TEXCOORD4;
  10.     float4  ViewToLight0 : TEXCOORD5;
  11.     float4  ViewToLight1 : TEXCOORD6;
  12.     float4  ViewToLight2 : TEXCOORD7;
  13. };
  14.  
  15. float4x4        TDX_CONST_PROJ_DONTUPLOAD : register(c0);
  16. float4x4        TDX_CONST_PROJBIASED_DONTUPLOAD : register(c4);
  17. float4x4        TDX_CONST_PROJFUSTRUM_DONTUPLOAD : register(c8);
  18. float4            TDX_CONST_POINTCONST_DONTUPLOAD[40*6] : register(c12);
  19.  
  20. SHADERFLAG_OUTPUT main(
  21.         float3 Position : POSITION0,
  22.         int Index : TEXCOORD0
  23.         )
  24. {
  25.     SHADERFLAG_OUTPUT Out;
  26.  
  27.     float4 PhysPos=float4((Position*TDX_CONST_POINTCONST_DONTUPLOAD[Index].w)+TDX_CONST_POINTCONST_DONTUPLOAD[Index].xyz, 1);
  28.     Out.Position=mul(PhysPos, TDX_CONST_PROJ_DONTUPLOAD);
  29.     Out.Transformed=mul(PhysPos, TDX_CONST_PROJBIASED_DONTUPLOAD);
  30.     Out.FustrumPos=mul(PhysPos, TDX_CONST_PROJFUSTRUM_DONTUPLOAD);
  31.     
  32.     Out.Attrib=TDX_CONST_POINTCONST_DONTUPLOAD[Index+1];
  33.     Out.Color=TDX_CONST_POINTCONST_DONTUPLOAD[Index+2];
  34.     Out.ViewToLight0=TDX_CONST_POINTCONST_DONTUPLOAD[Index+3];
  35.     Out.ViewToLight1=TDX_CONST_POINTCONST_DONTUPLOAD[Index+4];
  36.     Out.ViewToLight2=TDX_CONST_POINTCONST_DONTUPLOAD[Index+5];
  37.     Out.LightInView=TDX_CONST_POINTCONST_DONTUPLOAD[Index];
  38.  
  39.     return Out;
  40. }
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