uniform float4x4 World; uniform float4x4 WorldViewProj;
struct VS_OUTPUT
{
float4 Position : POSITION; float4 TexCoord : TEXCOORD0; float4 Normal : TEXCOORD1; };
VS_OUTPUT VShaderEntry( in float3 Position : POSITION,
in float3 Normal : NORMAL,
in float4 TexCoord : TEXCOORD0 )
{
VS_OUTPUT Output;
Output.Position = mul( float4( Position.x, Position.y, Position.z, 1.0f ), WorldViewProj );
Output.TexCoord = TexCoord;
Output.Normal = mul( float4( Normal.x, Normal.y, Normal.z, 0.0f ), World );
return Output;
}