// LFS Vertex Shader : Interface // Vertex shader input structures struct VS_INPUT // VERT_PDT1 { float4 v0 : POSITION; float4 v5 : COLOR0; float2 v8 : TEXCOORD0; }; // Vertex shader output structures struct VS_OUTPUT { float4 oPos : POSITION; float4 oD0 : COLOR0; float2 oT0 : TEXCOORD0; }; // Global variables float4x4 lightinfo_mat : register(c0); // for vertices in world space // Main functions VS_OUTPUT vs_i_prelit_world( in VS_INPUT In ) // for prelit vertices in world space - used in 3D view modes { VS_OUTPUT Out; Out.oPos = mul(In.v0, lightinfo_mat); // position Out.oD0 = In.v5; // colour Out.oT0 = In.v8; // texture return Out; }