#include "BasicVS.hlsli" struct VS_INPUT { float4 Position : POSITION; float4 BlendWeights : BLENDWEIGHTS; float4 BlendIndices : BLENDINDICES; float3 Normal : NORMAL; float4 Colour0 : COLOR0; float4 Colour1 : COLOR1; float2 Texcoord0 : TEXCOORD0; float4 Tangent : TANGENT; }; VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID) { VS_OUTPUT output; float3 bpos, bnorm, btang; BoneTransform(input.BlendWeights, input.BlendIndices, input.Position.xyz, input.Normal, input.Tangent.xyz, bpos, bnorm, btang); float3 opos = ModelTransform(bpos, input.Colour0.xyz, input.Colour1.xyz, iid); float4 cpos = ScreenTransform(opos); float3 onorm = NormalTransform(bnorm); float3 otang = NormalTransform(btang); float4 tnt = ColourTint(input.Colour0.b, input.Colour1.b, iid); //colour tinting if enabled float4 lightspacepos; float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos); output.LightShadow = lightspacepos; output.Shadows = float4(shadowdepth, 0, 0, 0); output.Position = cpos; output.CamRelPos = opos; output.Normal = onorm; output.Texcoord0 = GlobalUVAnim(input.Texcoord0); output.Texcoord1 = 0.5; // input.Texcoord; output.Texcoord2 = 0.5; // input.Texcoord; output.Colour0 = input.Colour0; output.Colour1 = input.Colour1; output.Tint = tnt; output.Tangent = float4(otang, input.Tangent.w); output.Bitangent = float4(cross(otang, onorm) * input.Tangent.w, 0); return output; }