///////////// // DEFINES // ///////////// #define NUM_LIGHTS 4 ///////////// // GLOBALS // ///////////// cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; cbuffer CameraBuffer { float3 cameraPosition; float padding; }; cbuffer LightPositionBuffer { float4 lightPosition[NUM_LIGHTS]; }; ////////////// // TYPEDEFS // ////////////// struct VertexInputType { float4 position : POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; }; struct PixelInputType { float4 position : SV_POSITION; float2 tex : TEXCOORD0; float3 normal : NORMAL; float3 lightPos[NUM_LIGHTS] : TEXCOORD1; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType LightVertexShader(VertexInputType input) { PixelInputType output; float4 worldPosition; int i; // Change the position vector to be 4 units for proper matrix calculations. input.position.w = 1.0f; // Calculate the position of the vertex against the world, view, and projection matrices. output.position = mul(input.position, worldMatrix); output.position = mul(output.position, viewMatrix); output.position = mul(output.position, projectionMatrix); // Store the texture coordinates for the pixel shader. output.tex = input.tex; // Calculate the normal vector against the world matrix only. output.normal = mul(input.normal, (float3x3)worldMatrix); // Normalize the normal vector. output.normal = normalize(output.normal); // Calculate the position of the vertex in the world. worldPosition = mul(input.position, worldMatrix); for(i=0; i