OUT.HPosition = mul(tempPos, WorldViewProj) OUT.WorldEyeVec = normalize(ViewInv.xyz - worldSpacePos) OUT.LightVec = FixedLightSource - worldSpacePos OUT.LightVec = LightPos - worldSpacePos OUT.WorldBinorm = mul(IN.Binormal, WorldIT).xyz OUT.WorldTangent = mul(IN.Tangent, WorldIT).xyz OUT.WorldNormal = mul(netNormal, WorldIT).xyz NetNormal += norm3.xyz * IN.Blendweight įloat4 tempPos = float4(netPosition,1.0) įloat3 worldSpacePos = mul(tempPos, World).xyz NetPosition += vec3.xyz * IN.Blendweight * data passed from vertex shader to pixel shader */įloat3x4 model = float3x4(boneMatrix, boneMatrix, boneMatrix) įloat3 vec3 = mul(model, float4(IN.Position, 1)) įloat3x3 rotate = float3x3(model.xyz, model.xyz, model.xyz) ************* UNTWEAKABLES **************/įloat4x4 WorldIT : WorldInverseTranspose įloat4x4 WorldViewProj : WorldViewProjection Bump + Diffuse + Specular (animated bump)
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