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Copyright 2014 Autodesk, Inc. All rights reserved. 

Use of this software is subject to the terms of the Autodesk 
license agreement provided at the time of installation or download, 
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-->
<fragment  uiName="xgenVSBw" name="xgenVSBw" type="interpolant" class="ShadeFragment" version="1.0" feature_level="0" >
    <description>
        <![CDATA[
Generate normals for xgen splines.]]>
    </description>
    <properties>
        <float3  name="curveVec" semantic="TEXCOORD1" flags="varyingInputParam" />
        <float4x4 name="world" semantic="world" />
    </properties>
    <values>
    </values>
    <outputs>
        <float3  name="mayaBitangentIn" semantic="BITANGENT" />
    </outputs>
    <implementation>
        <implementation  render="OGSRenderer" language="Cg" lang_version="2.100000" >
            <function_name val="xgenVSBw" />
            <vertex_source>
                <![CDATA[
float3 ixgenVSBw(float3 curveVec, float4x4 world)
{
   float3 bw = mul(world, float4(curveVec, 1.0f)).xyz;
    return normalize(bw);
}
                ]]>
            </vertex_source>
            <source>
                <![CDATA[
float3 xgenVSBw(float3 iBw)
{
    return normalize( iBw );
}
               ]]>
             </source>
        </implementation>
        <implementation  render="OGSRenderer" language="HLSL" lang_version="11.000000" >
            <function_name val="xgenVSBw" />
          <vertex_source>
            <![CDATA[
float3 ixgenVSBw(float3 curveVec, float4x4 world)
{
   float3 bw = mul(float4(curveVec, 1.0f), world).xyz;
   return normalize(bw);;
}
                ]]>
          </vertex_source>
          <source>
            <![CDATA[
float3 xgenVSBw(float3 iBw)
{
    return normalize( iBw );
}
               ]]>
          </source>        </implementation>
        <implementation  render="OGSRenderer" language="HLSL" lang_version="10.000000" >
            <function_name val="xgenVSBw" />
          <vertex_source>
            <![CDATA[
float3 ixgenVSBw(float3 curveVec, float4x4 world)
{
   float3 bw = mul(float4(curveVec, 1.0f), world).xyz;
   return normalize(bw);;
}
                ]]>
          </vertex_source>
          <source>
            <![CDATA[
float3 xgenVSBw(float3 iBw)
{
    return normalize( iBw );
}
               ]]>
          </source>
        </implementation>
    </implementation>
</fragment>