I'm wondering if anyone here has attempted to code any vertex/pixel shaders in HLSL or in pure assembly.

My goal is to write a simple per-pixel dot3 shader which would calculate the amount of light falling not just on a surface, but at each pixel. I'm not so concerned with phong lighting as of right now nor specular highlights - just getting the cosine lighting working right now would be great.

I'm using the Direct3D equation for lighting to arrive at the final pixel color based on diffuse, ambient, and texel color.

My question is in my vertex shader should I just pass on the texture coordinates and the vertex coordinates since the pixel shader really does not need them?