#define IN_HLSL #include "../shdrConsts.h" #include "../shaderModel.hlsl" struct a2v { float3 position : POSITION; float3 normal : NORMAL; float4 color : COLOR0; float2 texCoord : TEXCOORD0; float2 shiftdata : TEXCOORD1; }; struct v2f { float4 hpos : TORQUE_POSITION; float4 color : COLOR0; float2 texCoord : TEXCOORD0; float2 shiftdata : TEXCOORD1; }; uniform float4x4 modelview; uniform float3 eyePos; v2f main(a2v IN) { v2f OUT; OUT.hpos = mul(modelview, float4(IN.position, 1.0)); OUT.color = IN.color; OUT.texCoord = IN.texCoord; OUT.shiftdata = IN.shiftdata; return OUT; }