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#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);
}
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