//----------------------------------------------------------------------------- // Structurs.fxh // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- // Vertex shader input structures. struct VSHWInputInstance { float3 Position : POSITION1; }; struct VSInput { float4 Position : POSITION0; }; struct VSInputVc { float4 Position : POSITION0; float4 Color : COLOR; }; struct VSInputTx { float4 Position : POSITION0; float2 TexCoord : TEXCOORD; }; struct VSInputTxVc { float4 Position : POSITION0; float2 TexCoord : TEXCOORD; float4 Color : COLOR; }; struct VSInputNm { float4 Position : POSITION0; float3 Normal : NORMAL; }; struct VSInputNmVc { float4 Position : POSITION0; float3 Normal : NORMAL; float4 Color : COLOR; }; struct VSInputNmTx { float4 Position : POSITION0; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD; }; struct VSInputNmTxVc { float4 Position : POSITION0; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD; float4 Color : COLOR; }; struct VSInputTx2 { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; }; struct VSInputTx2Vc { float4 Position : POSITION0; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; float4 Color : COLOR; }; struct VSInputNmTxWeights { float4 Position : POSITION0; float3 Normal : NORMAL0; float2 TexCoord : TEXCOORD0; uint4 Indices : BLENDINDICES0; float4 Weights : BLENDWEIGHT0; }; // Vertex shader output structures. struct VSOutput { float4 PositionPS : SV_Position; float4 Diffuse : COLOR0; float4 Specular : COLOR1; }; struct VSOutputNoFog { float4 PositionPS : SV_Position; float4 Diffuse : COLOR0; }; struct VSOutputTx { float4 PositionPS : SV_Position; float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; }; struct VSOutputTxNoFog { float4 PositionPS : SV_Position; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct VSOutputPixelLighting { float4 PositionPS : SV_Position; float4 PositionWS : TEXCOORD0; float3 NormalWS : TEXCOORD1; float4 Diffuse : COLOR0; }; struct VSOutputPixelLightingTx { float4 PositionPS : SV_Position; float2 TexCoord : TEXCOORD0; float4 PositionWS : TEXCOORD1; float3 NormalWS : TEXCOORD2; float4 Diffuse : COLOR0; }; struct VSOutputTx2 { float4 PositionPS : SV_Position; float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; }; struct VSOutputTx2NoFog { float4 PositionPS : SV_Position; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; float2 TexCoord2 : TEXCOORD1; }; struct VSOutputTxEnvMap { float4 PositionPS : SV_Position; float4 Diffuse : COLOR0; float4 Specular : COLOR1; float2 TexCoord : TEXCOORD0; float3 EnvCoord : TEXCOORD1; };