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// DO NOT HAVE THIS INCLUDE BE THE FIRST LINE! we need a #define to be respected in the .fxh file
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#include "ShaderConstants.fxh"
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struct PS_Input
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{
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float4 position : SV_Position;
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float2 uv : TEXCOORD_0; // the stereo texture uses a texture array
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#ifdef INSTANCEDSTEREO
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uint instanceID : SV_InstanceID;
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#endif
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};
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struct PS_Output
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{
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float4 color : SV_Target;
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};
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void main( in PS_Input PSInput, out PS_Output PSOutput )
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{
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#ifdef INSTANCEDSTEREO
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float3 uvr = float3(PSInput.uv, PSInput.instanceID); // 3rd element selects the texture
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#else
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int eyeIndex = 0; //TODO: Right now this code will render mono if we were to implement non-instanced stereo rendering
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float3 uvr = float3(PSInput.uv, eyeIndex); // 3rd element selects the texture
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#endif
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PSOutput.color = TEXTURE_0.Sample(TextureSampler0, uvr);
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}
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