41 lines
1,004 B
Plaintext
41 lines
1,004 B
Plaintext
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/*
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* This is a block comment
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*/
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/**
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* This is a documentation comment block
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* @param xxx does this (this is the documentation keyword)
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* @authr some user (this is the documentation keyword error)
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*/
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struct input {
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float3 Position : POSITION;
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float3 Normal : NORMAL;
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};
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struct out_to_fp{
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float4 Hposition : POSITION;
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float4 Color0 : COLOR0;
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float4 TexCoord0 : TEXCOORD0;
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float4 TexCoord1 : TEXCOORD1;
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};
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// a vertex program
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out_to_fp main( input IN,
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uniform float4x4 WorldViewProj,
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uniform float4x4 TexTransform,
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uniform float3x3 WorldIT,
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uniform float3 LightVec )
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{
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out_to_fp OUT;
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float3 worldNormal = normalize(mul(WorldIT, IN.Normal));
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float ldotn = max(dot(LightVec, worldNormal), 0.0);
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OUT.Color0.xyz = ldotn.xxx;
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float4 tempPos;
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tempPos.xyz = IN.Position.xyz;
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tempPos.w = 1.0;
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OUT.TexCoord0 = mul(TexTransform, tempPos);
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OUT.TexCoord1 = mul(TexTransform, tempPos);
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OUT.Hposition = mul(WorldViewProj, tempPos);
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return OUT;
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}
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