#line 2 "E:\Program Files\Dead Steel\Data\Shaders\Generated\NiStandardMaterial\Shader0011-V.hlsl"
/*
Shader description:
TRANSFORM = 0
OUTPUTWORLDPOS = 1
OUTPUTWORLDNBT = 1
OUTPUTWORLDVIEW = 0
OUTPUTTANGENTVIEW = 0
NORMAL = 1
SPECULAR = 0
FOGTYPE = 0
ENVMAPTYPE = 0
PROJLIGHTMAPCOUNT = 0
PROJLIGHTMAPTYPES = 0
PROJSHADOWMAPCOUNT = 0
PROJSHADOWMAPTYPES = 0
OUTPUTUVCOUNT = 1
UVSET00 = 0
UVSET00TEXOUTPUT = 0
UVSET01 = 0
UVSET01TEXOUTPUT = 0
UVSET02 = 0
UVSET02TEXOUTPUT = 0
UVSET03 = 0
UVSET03TEXOUTPUT = 0
UVSET04 = 0
UVSET04TEXOUTPUT = 0
UVSET05 = 0
UVSET05TEXOUTPUT = 0
UVSET06 = 0
UVSET06TEXOUTPUT = 0
UVSET07 = 0
UVSET07TEXOUTPUT = 0
UVSET08 = 0
UVSET08TEXOUTPUT = 0
UVSET09 = 0
UVSET09TEXOUTPUT = 0
UVSET10 = 0
UVSET10TEXOUTPUT = 0
UVSET11 = 0
UVSET11TEXOUTPUT = 0
POINTLIGHTCOUNT = 0
SPOTLIGHTCOUNT = 0
DIRLIGHTCOUNT = 0
VERTEXCOLORS = 0
VERTEXLIGHTSONLY = 0
AMBDIFFEMISSIVE = 0
LIGHTINGMODE = 1
APPLYMODE = 1
*/

//---------------------------------------------------------------------------
// Types:
#if defined(DIRECT3D)
#define BONEMATRIX_TYPE float4x3
#else
#define BONEMATRIX_TYPE float3x4
#endif
//---------------------------------------------------------------------------

//---------------------------------------------------------------------------
// Constant variables:
//---------------------------------------------------------------------------

float4x4 g_World;
float4x4 g_ViewProj;
//---------------------------------------------------------------------------
// Functions:
//---------------------------------------------------------------------------

/*

    This fragment is responsible for applying the view projection transform
    to the input position. Additionally, this fragment applies the world 
    transform to the input position. 
    
*/

void TransformPosition(float3 Position,
    float4x4 World,
    out float4 WorldPos)
{

    // Transform the position into world space for lighting, and projected 
    // space for display
    WorldPos = mul( float4(Position, 1.0f), World );
    
}
//---------------------------------------------------------------------------
/*

    This fragment is responsible for applying the view projection transform
    to the input world position.
    
*/

void ProjectPositionWorldToProj(float4 WorldPosition,
    float4x4 ViewProjection,
    out float4 ProjPos)
{

    ProjPos = mul(WorldPosition, ViewProjection);
    
}
//---------------------------------------------------------------------------
/*

    This fragment is responsible for applying the world transform to the
    normal.
    
*/

void TransformNormal(float3 Normal,
    float4x4 World,
    out float3 WorldNrm)
{

    // Transform the normal into world space for lighting
    WorldNrm = mul( Normal, (float3x3)World );

    // Should not need to normalize here since we will normalize in the pixel 
    // shader due to linear interpolation across triangle not preserving
    // normality.
    
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// Input:
//---------------------------------------------------------------------------

struct Input
{
    float3 Position : POSITION0;
    float3 Normal : NORMAL0;
    float2 UVSet0 : TEXCOORD0;

};

//---------------------------------------------------------------------------
// Output:
//---------------------------------------------------------------------------

struct Output
{
    float4 PosProjected : POSITION0;
    float4 WorldPos : TEXCOORD0;
    float3 WorldNormal : TEXCOORD1;
    float2 UVSet0 : TEXCOORD2;

};

//---------------------------------------------------------------------------
// Main():
//---------------------------------------------------------------------------

Output Main(Input In)
{
    Output Out;
	// Function call #0
    TransformPosition(In.Position, g_World, Out.WorldPos);

	// Function call #1
    ProjectPositionWorldToProj(Out.WorldPos, g_ViewProj, Out.PosProjected);

	// Function call #2
    TransformNormal(In.Normal, g_World, Out.WorldNormal);

    Out.UVSet0 = In.UVSet0;
    return Out;
}

