native-prism-d3d.hlsl.Mtl1VS.hlsl Maven / Gradle / Ivy
/*
* Copyright (c) 2013, Oracle and/or its affiliates. All rights reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Oracle designates this
* particular file as subject to the "Classpath" exception as provided
* by Oracle in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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*/
#include "vsDecl.h"
#include "vsMath.h"
float2 transformTexture(float2 t) { return t; }
ObjVsOutput main(VertexType i) {
ObjVsOutput o;
float4 _tangent = i.Tangent;
float4 _pos = i.Pos;
calcLocalBump(_pos, _tangent, mWorld, o.light);
o.objAttr.ambient = gAmbinet;
o.objAttr.texD = transformTexture(i.TexD);
return o;
}