//$ANTCOLONY #include "ShaderConstants.fxh" struct VS_Input { float3 position : POSITION; float2 uv0 : TEXCOORD_0; // x,y 0-1 based off if voxel texture wasn't in atlas. Can multiply against atlas UV's to get atlas uv's float2 uv1 : TEXCOORD_1; // x = voxel coord x, y = voxel coord y #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; float4 color : COLOR; float2 uv0 : TEXCOORD_0; float4 uvRect : TEXCOORD_1; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; Texture2D TILE_UV_MAP : register (t1); void main( in VS_Input VSInput, out PS_Input PSInput ) { float3 position = VSInput.position.xyz; int2 tileUVs = int2(0, VSInput.uv1.x * 255.0f); float4 uvCoords = TEXTURE_1[tileUVs]; tileUVs.x = 4.0f; float4 colorVal = TEXTURE_1[tileUVs]; PSInput.uv0 = VSInput.uv0 * float2(1.0f, 127.0f); PSInput.uvRect = uvCoords; #ifdef INSTANCEDSTEREO int i = VSInput.instanceID; PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], float4(position.xyz, 1)); PSInput.instanceID = i; #else PSInput.position = mul(WORLDVIEWPROJ, float4(position.xyz, 1)); #endif PSInput.color = colorVal; }