Tesi Robotica V+ Sim: Interprete Command Language e... | Page 105

float4 Position : POSITION; float3 Normal : NORMAL; float2 TexCoord : TEXCOORD; }; struct OutVertex { float4 Position : POSITION; float3 LightDiffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; OutVertex VertexShader(PositionNormalTextured vertex) { OutVertex outVertex; float4x4 WorldView = mul( World, View); WorldViewProjection = mul( WorldView, Projection); // Copy the texture coordinate outVertex.TexCoord = vertex.TexCoord; vertex.Position=vertex.Position+float4(Vett,0); // Transform and project position outVertex.Position = mul(vertex.Position, WorldViewProjection); // Transform normal for lighting float3 normal = normalize(mul(vertex.Normal, World)); 104