///////////// // GLOBALS // ///////////// cbuffer MatrixBuffer { matrix worldMatrix; matrix viewMatrix; matrix projectionMatrix; }; cbuffer CameraBuffer { float3 cameraPosition; float padding; }; cbuffer SunLightBuffer { float4 ambientColor; float4 diffuseColor; float3 lightDirection; float intensity; }; ////////////// // 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 lightDir : TEXCOORD1; float intensity : TEXCOORD2; }; //////////////////////////////////////////////////////////////////////////////// // Vertex Shader //////////////////////////////////////////////////////////////////////////////// PixelInputType SunLightVertexShader(VertexInputType input) { PixelInputType output; // 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); // Use the light direction directly. output.lightDir = normalize(lightDirection); output.intensity = intensity; return output; }