#include "common_vs_fxc.h" const float4 cLightmapTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); struct VS_INPUT { float3 vPos : POSITION; float2 vBaseTexCoord : TEXCOORD0; float2 vLightmapTexCoord : TEXCOORD1; }; struct VS_OUTPUT { float4 projPos : POSITION; float2 baseTexCoord : TEXCOORD0; }; VS_OUTPUT main( const VS_INPUT v ) { VS_OUTPUT o = ( VS_OUTPUT )0; float4 projPos; float3 worldPos; worldPos = mul4x3( float4( v.vPos, 1 ), cModel[0] ); projPos = mul( float4( worldPos, 1 ), cViewProj ); o.projPos = projPos; o.baseTexCoord.x = dot( v.vLightmapTexCoord, cLightmapTexCoordTransform[0].xy ) + cLightmapTexCoordTransform[0].w; o.baseTexCoord.y = dot( v.vLightmapTexCoord, cLightmapTexCoordTransform[1].xy ) + cLightmapTexCoordTransform[1].w; #ifdef _PS3 // Account for OpenGL's flipped y coordinate and expanded z range [-1,1] instead of [0,1] o.projPos.y = -o.projPos.y; o.projPos.z = 2.0f * o.projPos.z - o.projPos.w; #endif // _PS3 return o; }