float4x4 WvpXf     : WorldViewProjection	< string UIWidget="None"; >;
float4x4 WorldXf   : World					< string UIWidget="None"; >;

struct VertexInput
{
	float4 position  : POSITION;
	float3 normal    : NORMAL;
	float2 texCoord : TEXCOORD0;
};


struct VertexOutputPosNorm {
  float4 position : POSITION;
  float3 normal	  : TEXCOORD1;
};

struct VertexOutput {
  float4 position : POSITION;
  float3 color    : COLOR;
  float2 texCoord : TEXCOORD0;
};

VertexOutputPosNorm C5E2v_fragmentLighting(in VertexInput IN)
{
  VertexOutputPosNorm OUT;
  
  float4 modelPos = float4(IN.position.xyz, 1);
  OUT.position = mul(modelPos, WvpXf);
  
  OUT.normal = mul(float4(IN.normal, 0), WorldXf);
  
  return OUT;
}

