Maybe you could just, you know, not use a proprietary language and use GLSL instead.
Name:
bawls2011-11-12 17:11
My circumstances require I use HLSL.
Anyway I got that passing a variable thing down, though I've come across a new problem.
I'm calculating the dot product for the normal vector and light direction, however the result is always zero (or something, idk).
...
void main (in float3 norm : NORMAL0,...) {
...
float3 light = {1,1,1};
float x = dot(light,norm);
...
}