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1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 | //----------------------------------------------------------------------------- // Structurs.fxh // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- // Vertex shader input structures. struct VSInput { float4 Position : SV_Position; }; struct VSInputVc { float4 Position : SV_Position; float4 Color : COLOR; }; struct VSInputTx { float4 Position : SV_Position; float2 TexCoord : TEXCOORD0; }; struct VSInputTxVc { float4 Position : SV_Position; float2 TexCoord : TEXCOORD0; float4 Color : COLOR; }; struct VSInputNm { float4 Position : SV_Position; float3 Normal : NORMAL; }; struct VSInputNmVc { float4 Position : SV_Position; float3 Normal : NORMAL; float4 Color : COLOR; }; struct VSInputNmTx { float4 Position : SV_Position; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD0; }; struct VSInputNmTxVc { float4 Position : SV_Position; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD0; float4 Color : COLOR; }; struct VSInputTx2 { float4 Position : SV_Position; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; }; struct VSInputTx2Vc { float4 Position : SV_Position; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; float4 Color : COLOR; }; struct VSInputNmTxWeights { float4 Position : SV_Position; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD0; int4 Indices : BLENDINDICES0; float4 Weights : BLENDWEIGHT0; }; // Vertex shader output structures. struct VSOutput { float4 Diffuse : COLOR0; float4 Specular : COLOR1; float4 PositionPS : SV_Position; }; struct VSOutputNoFog { float4 Diffuse : COLOR0; float4 PositionPS : SV_Position; }; struct VSOutputTx { float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; float4 PositionPS : SV_Position; }; struct VSOutputTxNoFog { float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; float4 PositionPS : SV_Position; }; struct VSOutputPixelLighting { float4 PositionWS : TEXCOORD0; float3 NormalWS : TEXCOORD1; float4 Diffuse : COLOR0; float4 PositionPS : SV_Position; }; struct VSOutputPixelLightingTx { float2 TexCoord : TEXCOORD0; float4 PositionWS : TEXCOORD1; float3 NormalWS : TEXCOORD2; float4 Diffuse : COLOR0; float4 PositionPS : SV_Position; }; struct VSOutputTx2 { float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; float4 PositionPS : SV_Position; }; struct VSOutputTx2NoFog { float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; float4 PositionPS : SV_Position; }; struct VSOutputTxEnvMap { float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; float3 EnvCoord : TEXCOORD1; float4 PositionPS : SV_Position; }; // Pixel shader input structures. struct PSInput { float4 Diffuse : COLOR0; float4 Specular : COLOR1; }; struct PSInputNoFog { float4 Diffuse : COLOR0; }; struct PSInputTx { float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; }; struct PSInputTxNoFog { float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInputPixelLighting { float4 PositionWS : TEXCOORD0; float3 NormalWS : TEXCOORD1; float4 Diffuse : COLOR0; }; struct PSInputPixelLightingTx { float2 TexCoord : TEXCOORD0; float4 PositionWS : TEXCOORD1; float3 NormalWS : TEXCOORD2; float4 Diffuse : COLOR0; }; struct PSInputTx2 { float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; }; struct PSInputTx2NoFog { float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; }; struct PSInputTxEnvMap { float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; float3 EnvCoord : TEXCOORD1; }; |