#include "ShaderConstants.fxh" struct VS_Input { float3 position : POSITION; float3 normal : NORMAL; float4 color : COLOR; float2 texCoords : TEXCOORD_0; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; float4 color : COLOR; float2 texCoords : TEXCOORD_0; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; void main( in VS_Input VSInput, out PS_Input PSInput ) { PSInput.color = VSInput.color; float3 position = VSInput.position; float3 voxelCenter = VSInput.normal * 80.0f - float3(40.0f, 40.0f, 40.0f); voxelCenter.y = -0.5f; float2 delta = voxelCenter.xz - TABLE_REVEAL_CENTER.xz; float lengthSq = dot(delta, delta); if (lengthSq > (TABLE_REVEAL_CONSTANTS.x * TABLE_REVEAL_CONSTANTS.x)) { position = float3(0.0f, 0.0f, 0.0f); } else if (TABLE_REVEAL_CONSTANTS.y > 0.0f && VSInput.normal.y > 0.0f && lengthSq < (TABLE_REVEAL_CONSTANTS.y * TABLE_REVEAL_CONSTANTS.y)) { float fallAmount = TABLE_REVEAL_CONSTANTS.y*TABLE_REVEAL_CONSTANTS.y - lengthSq; position.y -= fallAmount * 0.1f; } #ifdef INSTANCEDSTEREO int i = VSInput.instanceID; PSInput.position = mul( WORLDVIEWPROJ_STEREO[i], float4( position, 1 ) ); PSInput.instanceID = i; #else PSInput.position = mul(WORLDVIEWPROJ, float4(position, 1)); #endif PSInput.texCoords = VSInput.texCoords; }