/// ============================================================================ /* Copyright (C) 2004 Robert Beckebans Please see the file "AUTHORS" for a list of contributors This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ /// ============================================================================ struct cg_app2vertex { float4 position : POSITION; float4 tex0 : ATTR8; float3 tangent : ATTR9; float3 binormal : ATTR10; float3 normal : ATTR11; }; struct cg_vertex2fragment { float4 hposition : POSITION; float4 position : TEXCOORD0; float4 tex_diffuse_bump : TEXCOORD1; float4 tex_specular : TEXCOORD2; float4 tex_atten_xy_z : TEXCOORD3; float3 tangent : TEXCOORD4; float3 binormal : TEXCOORD5; float3 normal : TEXCOORD6; }; cg_vertex2fragment main(cg_app2vertex IN) { cg_vertex2fragment OUT; // transform vertex position into homogenous clip-space OUT.hposition = mul(glstate.matrix.mvp, IN.position); // assign position in object space OUT.position = IN.position; // transform texcoords OUT.tex_diffuse_bump.xy = mul(glstate.matrix.texture[0], IN.tex0).xy; // transform texcoords OUT.tex_diffuse_bump.zw = mul(glstate.matrix.texture[1], IN.tex0).xy; // transform texcoords OUT.tex_specular = mul(glstate.matrix.texture[2], IN.tex0); // transform vertex position into light space OUT.tex_atten_xy_z = mul(glstate.matrix.texture[3], IN.position); // assign tangent space vectors OUT.tangent = IN.tangent; OUT.binormal = IN.binormal; OUT.normal = IN.normal; return OUT; }