struct VS_INPUT { float4 Position : POSITION; float4 TexCoord : TEXCOORD0; float4 Color0 : COLOR0; }; struct VS_OUTPUT { float4 Position : POSITION; float2 TcBumpMap : TEXCOORD0; float4 TcTgtToReflec0 : TEXCOORD1; float4 TcTgtToReflec1 : TEXCOORD2; float4 TcTgtToReflec2 : TEXCOORD3; }; const float4x4 GbxVisualPrCamera; vs_1_1 VS_OUTPUT vsMain(const VS_INPUT v) { VS_OUTPUT Output = (VS_OUTPUT) 0; Output.Position = mul(v.Position, GbxVisualPrCamera); Output.TcBumpMap = v.TexCoord; Output.TcTgtToReflec0.xyz = float3(1,0,0); Output.TcTgtToReflec1.xyz = float3(0,1,0); Output.TcTgtToReflec2.xyz = float3(0,0,1); Output.TcTgtToReflec0.w = 0.01; Output.TcTgtToReflec1.w = 0.5; Output.TcTgtToReflec2.w =-0.9; return Output; }