#include "Shadowmap.hlsli" Texture2D Colourmap : register(t0); SamplerState TextureSS : register(s0); cbuffer PSSceneVars : register(b0) { ShaderGlobalLightParams GlobalLights; uint EnableShadows; uint RenderMode; //0=default, 1=normals, 2=tangents, 3=colours, 4=texcoords, 5=diffuse, 6=normalmap, 7=spec, 8=direct uint RenderModeIndex; uint RenderSamplerCoord; } cbuffer PSGeomVars : register(b2) { uint EnableTexture; uint EnableTint; uint Pad100; uint Pad101; } struct VS_OUTPUT { float4 Position : SV_POSITION; float3 Normal : NORMAL; float2 Texcoord0 : TEXCOORD0; float2 Texcoord1 : TEXCOORD1; float2 Texcoord2 : TEXCOORD2; float4 Shadows : TEXCOORD3; float4 LightShadow : TEXCOORD4; float4 Colour0 : COLOR0; float4 Colour1 : COLOR1; float4 Tint : COLOR2; float4 Tangent : TANGENT; }; struct PS_OUTPUT { float4 Diffuse : SV_Target0; float4 Normal : SV_Target1; float4 Specular : SV_Target2; float4 Irradiance : SV_Target3; };