// Tää sheideri ei tee 'mitään'

struct VertIn
{
	float4 pos : POSITION;
	float4 diffuse : COLOR0;
	float2 tex0 : TEXCOORD0;
};
struct VertOut
{
	float4 pos : POSITION;
	float4 col : COLOR0;
};

VertOut main(VertIn vin, 
		uniform float4x4 modelviewproj
		uniform float4x4 modelviewit,
		uniform float4 lightpos
		)
{
	VertOut vout;

	// Palautetaan verteksi sellaisenaan

	// Etsitään verteksin paikka kertomalla sitä modelviewprojektiolla
	vout.pos = mul(modelviewproj, vin.pos);
	
	// otetaan alkuperäinen väri
	vout.col = vin.diffuse;
	
	// asetetaan se vanhaan paikkkaan
	vout.tex0 = vin.tex0;

	return vout;
}
vertout main(appin IN,
)
{
vertout OUT;
// Transform vertex position into homogenous clip-space.
OUT.HPosition = mul(ModelViewProj, IN.Position);
// Transform normal from model-space to view-space.
float3 normalVec = normalize(mul(ModelViewIT,
IN.Normal).xyz);
// Store normalized light vector.
float3 lightVec = normalize(LightVec.xyz);
// Calculate half angle vector.
float3 eyeVec = float3(0.0, 0.0, 1.0);
float3 halfVec = normalize(lightVec + eyeVec);
// Calculate diffuse component.
float diffuse = dot(normalVec, lightVec);
// Calculate specular component.
float specular = dot(normalVec, halfVec);
// Use the lit function to compute lighting vector from