#include "ShaderConstants.fxh" struct VS_Input { float3 position : POSITION; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; #ifdef GEOMETRY_INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO uint renTarget_id : SV_RenderTargetArrayIndex; #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 ) ); #else PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1)); #endif #ifdef GEOMETRY_INSTANCEDSTEREO PSInput.instanceID = VSInput.instanceID; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO PSInput.renTarget_id = VSInput.instanceID; #endif }