/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "renderprogs/global.inc.hlsl"


// *INDENT-OFF*
struct VS_IN {
	float4 position : POSITION;
	float2 texcoord : TEXCOORD0;
	float4 normal : NORMAL;
	float4 tangent : TANGENT;
	float4 color : COLOR0;
};

struct VS_OUT {
	float4 position		: POSITION;
	float2 texcoord0	: TEXCOORD0;
	float3 texcoord1	: TEXCOORD1;
	float3 texcoord2	: TEXCOORD2;
	float3 texcoord3	: TEXCOORD3;
	float3 texcoord4	: TEXCOORD4;
	float4 color		: COLOR0;
};
// *INDENT-ON*

void main( VS_IN vertex, out VS_OUT result )
{

	float4 normal = vertex.normal * 2.0 - 1.0;
	float4 tangent = vertex.tangent * 2.0 - 1.0;
	float3 binormal = cross( normal.xyz, tangent.xyz ) * tangent.w;

	result.position.x = dot4( vertex.position, rpMVPmatrixX );
	result.position.y = dot4( vertex.position, rpMVPmatrixY );
	result.position.z = dot4( vertex.position, rpMVPmatrixZ );
	result.position.w = dot4( vertex.position, rpMVPmatrixW );

	result.texcoord0 = vertex.texcoord.xy;

	float4 toEye = rpLocalViewOrigin - vertex.position;
	result.texcoord1.x = dot3( toEye, rpModelMatrixX );
	result.texcoord1.y = dot3( toEye, rpModelMatrixY );
	result.texcoord1.z = dot3( toEye, rpModelMatrixZ );

	result.texcoord2.x = dot3( tangent, rpModelMatrixX );
	result.texcoord3.x = dot3( tangent, rpModelMatrixY );
	result.texcoord4.x = dot3( tangent, rpModelMatrixZ );

	result.texcoord2.y = dot3( binormal, rpModelMatrixX );
	result.texcoord3.y = dot3( binormal, rpModelMatrixY );
	result.texcoord4.y = dot3( binormal, rpModelMatrixZ );

	result.texcoord2.z = dot3( normal, rpModelMatrixX );
	result.texcoord3.z = dot3( normal, rpModelMatrixY );
	result.texcoord4.z = dot3( normal, rpModelMatrixZ );

	result.color = rpColor;
}