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// Parameters passed from the vertex shader to the fragment shader.
struct FragmentParameters
{
float4 worldSpacePosition : TEXCOORD4;
float2 texcoord0 : TEXCOORD0;
half4 color : COLOR;
};
#include <globals.cg>
struct VertexOut
{
FragmentParameters params;
float4 screenSpacePosition : POSITION;
};
VertexOut vmain(__in(float4, localSpacePosition, POSITION)
__in_opt(half4, vertexColor, COLOR)
__in_opt(float4, texcoord0, TEXCOORD0))
{
VertexOut vout;
vout.screenSpacePosition = localSpacePosition + g_modelMatrix[0];
vout.params.worldSpacePosition = localSpacePosition;
vout.params.texcoord0 = texcoord0.xy;
vout.params.color = vertexColor;
return vout;
}
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