#include "WaterVS.hlsli" struct VS_INPUT { float4 Position : POSITION; float3 Normal : NORMAL; float2 Texcoord0 : TEXCOORD0; float4 Colour0 : COLOR0; float4 Tangent : TANGENT; }; VS_OUTPUT main(VS_INPUT input) { VS_OUTPUT output; float3 opos = ModelTransform(input.Position.xyz); float4 cpos = ScreenTransform(opos); float3 bnorm = NormalTransform(input.Normal); float3 btang = NormalTransform(input.Tangent.xyz); 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, input.Tangent.w); output.Bitangent = float4(cross(btang, bnorm) * input.Tangent.w, 0); output.Flow = GetWaterFlow(input.Texcoord0, input.Colour0); return output; }