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#599935
float4x4 view_proj_matrix: register(c0);
float4x4 view_matrix;
float4 lightDir;
struct VS_INPUT
{
float4 Pos : POSITION0;
float3 Normal : NORMAL0;
};
struct VS_OUTPUT
{
float4 Pos : POSITION0;
float2 TexCoord : TEXCOORD0;
};
VS_OUTPUT vs_main( VS_INPUT In )
{
VS_OUTPUT Out;
Out.Pos = mul( view_proj_matrix, In.Pos );
float3 normalW = mul( (float3x3)view_matrix, In.Normal );
float diffuse = max(0,dot(-lightDir,normalW));
Out.TexCoord.x = diffuse;
Out.TexCoord.y = 0.0f;
return Out;
}
sampler ToonShaderTexture;
struct PS_INPUT
{
float2 TexCoord : TEXCOORD0;
};
struct PS_OUTPUT
{
float4 Color : COLOR0;
};
PS_OUTPUT ps_main( PS_INPUT In )
{
PS_OUTPUT Out;
Out.Color = tex2D(ToonShaderTexture,In.TexCoord);
return Out;
}