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