#include "common_buffers.hlsl" #include "lighting.hlsl" struct VS_INPUT { float3 position : POSITION0; float3 normal : NORMAL0; float health : TEXCOORD1; }; struct VS_OUTPUT { float4 position : SV_POSITION; float4 worldPos : POSITION0; float3 normal : NORMAL0; float health : TEXCOORD1; }; VS_OUTPUT VS(VS_INPUT iV) { VS_OUTPUT oV; float4 worldSpacePos = mul(float4(iV.position, 1.0f), model); oV.position = mul(worldSpacePos, viewProjection); oV.worldPos = worldSpacePos; // normals float3 worldNormal = mul(iV.normal, (float3x3)model); oV.normal = worldNormal; oV.health = iV.health; return oV; } float4 PS(VS_OUTPUT iV) : SV_Target0 { float3 lightColor = CalcPixelLight(defaultColor.xyz, iV.worldPos.xyz, iV.normal); lightColor.r = 1.0f - iV.health; // hack for health return float4(lightColor, 1); }