#include "WaterVS.hlsli" struct VS_INPUT { float4 Position : POSITION; float2 Texcoord0 : TEXCOORD0; float4 Colour0 : COLOR0; }; VS_OUTPUT main(VS_INPUT input) { VS_OUTPUT output; float3 opos = ModelTransform(input.Position.xyz); float4 cpos = ScreenTransform(opos); float3 bnorm = NormalTransform(float3(0,0,1)); float3 btang = float3(1,0,0);// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type... 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 = GetWaterTexcoords(input.Texcoord0); output.Colour0 = input.Colour0; output.Tangent = float4(btang, 1); output.Bitangent = float4(cross(btang, bnorm), 0); output.Flow = GetWaterFlow(input.Texcoord0, input.Colour0); return output; }