| //+------------------------------------------------------------------+
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| //| Default Vertex Shader |
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| //| Copyright 2000-2025, MetaQuotes Ltd. |
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| //| https://www.mql5.com |
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| //+------------------------------------------------------------------+
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|
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| //+------------------------------------------------------------------+
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| //| Inputs for whole scene |
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| //+------------------------------------------------------------------+
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| cbuffer InputScene : register(b0)
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| {
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| matrix view;
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| matrix projection;
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| float4 light_direction;
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| float4 light_color;
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| float4 ambient_color;
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| };
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| //+------------------------------------------------------------------+
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| //| Inputs for single object |
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| //+------------------------------------------------------------------+
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| cbuffer InputObject : register(b1)
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| {
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| matrix transform;
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| float4 diffuse_color;
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| float4 emission_color;
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| float4 specular_color;
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| float specular_power;
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| float dummy[3];
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| };
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| //+------------------------------------------------------------------+
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| //| Vertex shader input type |
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| //+------------------------------------------------------------------+
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| struct VSInput
|
| {
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| float4 position : POSITION;
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| float4 normal : NORMAL;
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| float2 tcoord : TEXCOORD;
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| float4 color : COLOR;
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| };
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| //+------------------------------------------------------------------+
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| //| Pixel shader input type |
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| //+------------------------------------------------------------------+
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| struct PSInput
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| {
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| float4 position : SV_POSITION;
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| float4 camera : CAMERA;
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| float4 normal : NORMAL;
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| float2 tcoord : TEXCOORD;
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| float4 color : COLOR;
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| };
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| //+------------------------------------------------------------------+
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| //| Vertex shader entry point |
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| //+------------------------------------------------------------------+
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| PSInput VSMain(VSInput input)
|
| {
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| PSInput output;
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| //--- posiiton and camera direction
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| output.position=mul(input .position,transform);
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| output.position=mul(output.position,view);
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| output.camera =-output.position;
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| output.position=mul(output.position,projection);
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| //--- transform normals
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| output.normal = mul(input.normal, transform);
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| output.normal = mul(output.normal, view);
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| output.normal = normalize(output.normal);
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| //--- color and texture coordinates
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| output.tcoord =input.tcoord;
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| output.color =input.color;
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| //---
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| return(output);
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| }
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| //+------------------------------------------------------------------+
|