cbuffer gear_block : register(b0) { float4x4 mvp_matrix; float3x3 normal_matrix; }; struct vs_in { float4 position : POSITION; float3 normal : NORMAL; float3 diffuse : DIFFUSE; float4 transform : TRANSFORM; }; struct vs_out { float4 position : SV_POSITION; float4 colour : COLOR; }; struct vs_out vs_main(struct vs_in i) { const float3 l_pos = float3(5.0, 5.0, 10.0); float3 dir, normal; float4 position; struct vs_out o; float att; position.x = i.transform.x * i.position.x - i.transform.y * i.position.y + i.transform.z; position.y = i.transform.x * i.position.y + i.transform.y * i.position.x + i.transform.w; position.zw = i.position.zw; o.position = mul(mvp_matrix, position); dir = normalize(l_pos - o.position.xyz / o.position.w); normal.x = i.transform.x * i.normal.x - i.transform.y * i.normal.y; normal.y = i.transform.x * i.normal.y + i.transform.y * i.normal.x; normal.z = i.normal.z; att = 0.2 + dot(dir, normalize(mul(normal_matrix, normal))); o.colour.xyz = i.diffuse.xyz * att; o.colour.w = 1.0; return o; } float4 ps_main_smooth(float4 position : SV_POSITION, float4 colour : COLOR) : SV_TARGET { return colour; } float4 ps_main_flat(float4 position : SV_POSITION, nointerpolation float4 colour : COLOR) : SV_TARGET { return colour; }