#include "ShaderConstants.fxh" struct GeometryShaderInput { float4 pos : SV_POSITION; #ifndef BYPASS_PIXEL_SHADER snorm float2 colorLookupUV : TEXCOORD_0_FB_MSAA; float2 parallaxUV : TEXCOORD_1_FB_MSAA; float4 encodedPlane : PLANE_INFO; #ifdef FOG float4 fogColor : FOG_COLOR; #endif #endif #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; // Per-pixel color data passed through the pixel shader. struct GeometryShaderOutput { float4 pos : SV_POSITION; #ifndef BYPASS_PIXEL_SHADER snorm float2 colorLookupUV : TEXCOORD_0; float2 parallaxUV : TEXCOORD_1_FB_MSAA; float4 encodedPlane : PLANE_INFO; #ifdef FOG float4 fogColor : FOG_COLOR; #endif #endif #ifdef INSTANCEDSTEREO uint renTarget_id : SV_RenderTargetArrayIndex; #endif }; // 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; #ifndef BYPASS_PIXEL_SHADER output.colorLookupUV = input[j].colorLookupUV; output.parallaxUV = input[j].parallaxUV; output.encodedPlane = input[j].encodedPlane; #ifdef FOG output.fogColor = input[j].fogColor; #endif #endif #ifdef INSTANCEDSTEREO output.renTarget_id = i; #endif outStream.Append(output); } } }