#include "standardConstants.h" float4x4 texMat : register(c41); struct VS_in { float4 Position : POSITION; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD0; float4 Prelight : COLOR0; }; struct VS_out { float4 Position : POSITION; float3 TexCoord0 : TEXCOORD0; // also fog float2 TexCoord1 : TEXCOORD1; float4 Color : COLOR0; }; VS_out main(in VS_in input) { VS_out output; output.Position = mul(combinedMat, input.Position); float3 V = mul(worldMat, input.Position).xyz; float3 N = mul(normalMat, input.Normal); output.TexCoord0.xy = input.TexCoord; output.TexCoord1 = mul(texMat, float4(N, 1.0)).xy; output.Color = input.Prelight; output.Color.rgb += ambientLight.rgb * surfAmbient; int i; for(i = 0; i < numDirLights; i++) output.Color.xyz += DoDirLight(lights[i+firstDirLight], N)*surfDiffuse; // PS2 clamps before material color output.Color = clamp(output.Color, 0.0, 1.0); output.Color *= matCol; output.TexCoord0.z = clamp((output.Position.w - fogEnd)*fogRange, fogDisable, 1.0); return output; }