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Yoyoyoyo

Little advice on XNA HLSL

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Hi, ive just started on HLSL and ive looked through every tutorial on the subject, but it's not clicking for me.

I just want to add a directional light and have my normals that are already generated spring into action.

Here's my effect code;


float4x4 World;
float4x4 View;
float4x4 Projection;

// TODO: add effect parameters here.

float AmbientIntensity = 1.9;
float4 AmbientColor = float4(0.5,0.5,0.8,1);

Texture mytexture;

sampler ColoredTextureSampler = sampler_state
{

texture = <mytexture> ;
magfilter = LINEAR; minfilter = LINEAR; mipfilter=LINEAR;
AddressU = mirror; AddressV = mirror;

};






struct VertexShaderInput
{
float4 Position : POSITION0;

// TODO: add input channels such as texture
// coordinates and vertex colors here.

float2 textureCoordinates : TEXCOORD0;
float4 AmbientColor : COLOR0;
float AmbientIntensity :COLOR1;
float2 UV : TEXCOORD1;
float3 Normal : TEXCOORD2;


};





struct VertexShaderOutput
{
float4 Position : POSITION0;

// TODO: add vertex shader outputs such as colors and texture
// coordinates here. These values will automatically be interpolated
// over the triangle, and provided as input to your pixel shader.


float2 textureCoordinates : TEXCOORD0;



};






VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;

float4 worldPosition = mul(input.Position, World);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);

// TODO: add your vertex shader code here.


output.textureCoordinates = input.textureCoordinates;



return output;
}







float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
// TODO: add your pixel shader code here.

float4 output = tex2D(ColoredTextureSampler, input.textureCoordinates) *(AmbientColor * AmbientIntensity);
//output.AmbientColor *AmbientIntensity;
return output;








//return float4(0.8, 0.6, 0.3, 1);
}


technique Technique1
{
pass Pass1
{
// TODO: set renderstates here.

VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}





If anyone can suggest where and how i'd add the code for a directional light it would be much appreciated!

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