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#include "ShaderConstants.fxh"
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struct VS_Input {
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float3 position : POSITION;
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float4 color : COLOR;
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float2 uv0 : TEXCOORD_0;
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float2 uv1 : TEXCOORD_1;
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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_Input {
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float4 position : SV_Position;
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float4 color : COLOR;
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float2 uv0 : TEXCOORD_0;
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float2 uv1 : TEXCOORD_1;
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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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void main(in VS_Input VSInput, out PS_Input PSInput)
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{
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#ifdef INSTANCEDSTEREO
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int i = VSInput.instanceID;
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PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], float4(VSInput.position, 1));
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PSInput.instanceID = i;
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#else
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PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
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#endif
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PSInput.color = VSInput.color;
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PSInput.uv0.x = VSInput.uv0.x*2.0f;
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PSInput.uv0.y = VSInput.uv0.y*10.0f;
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PSInput.uv1 = VSInput.uv1;
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}
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