#include "ShaderConstants.fxh" struct GeometryShaderInput { float4 pos : SV_POSITION; lpfloat4 color : COLOR; snorm float2 uv0 : TEXCOORD_0; snorm float2 uv1 : TEXCOORD_1; #ifdef NEAR_WATER float cameraDist : TEXCOORD_2; #endif #ifdef FOG float4 fogColor : FOG_COLOR; #endif #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; // Per-pixel color data passed through the pixel shader. struct GeometryShaderOutput { float4 pos : SV_POSITION; lpfloat4 color : COLOR; snorm float2 uv0 : TEXCOORD_0; snorm float2 uv1 : TEXCOORD_1; #ifdef NEAR_WATER float cameraDist : TEXCOORD_2; #endif #ifdef FOG float4 fogColor : FOG_COLOR; #endif #ifdef INSTANCEDSTEREO uint renTarget_id : SV_RenderTargetArrayIndex; #endif }; bool inBounds(float3 worldPos) { bool inBounds = true; if (worldPos.x < CHUNK_CLIP_MIN.x || worldPos.x > CHUNK_CLIP_MAX.x || worldPos.z < CHUNK_CLIP_MIN.y || worldPos.z > CHUNK_CLIP_MAX.y) { inBounds = false; } return inBounds; } // passes through the triangles, except changint the viewport id to match the instance [maxvertexcount(3)] void main(triangle GeometryShaderInput input[3], inout TriangleStream outStream) { GeometryShaderOutput output = (GeometryShaderOutput)0; #ifdef INSTANCEDSTEREO int i = input[0].instanceID; #endif { for (int j = 0; j < 3; j++) { output.pos = input[j].pos; output.color = input[j].color; output.uv0 = input[j].uv0; output.uv1 = input[j].uv1; #ifdef NEAR_WATER output.cameraDist = input[j].cameraDist; #endif #ifdef INSTANCEDSTEREO output.renTarget_id = i; #endif #ifdef FOG output.fogColor = input[j].fogColor; #endif outStream.Append(output); } } }