#include "BasicVS.hlsli" struct VS_INPUT { float4 Position : POSITION; float3 Normal : NORMAL; float2 Texcoord0 : TEXCOORD0; float2 Texcoord1 : TEXCOORD1; float4 Colour0 : COLOR0; float4 Colour1 : COLOR1; }; VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID) { VS_OUTPUT output; float3 opos = ModelTransform(input.Position.xyz, input.Colour0.xyz, input.Colour1.xyz, iid); float4 cpos = ScreenTransform(opos); float3 bnorm = NormalTransform(input.Normal); float3 btang = 0.5;// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type... 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 = bnorm; output.Texcoord0 = GlobalUVAnim(input.Texcoord0); output.Texcoord1 = input.Texcoord1; output.Texcoord2 = 0.5;// input.Texcoord; output.Colour0 = input.Colour0; output.Colour1 = input.Colour1; output.Tint = tnt; output.Tangent = float4(btang, 1); output.Bitangent = float4(cross(btang, bnorm), 0); return output; }