#include "ShaderConstants.fxh" #include "util.fxh" struct VS_Input { float3 position : POSITION; float4 color : COLOR; float4 weights : WEIGHTS; float2 texCoords : TEXCOORD_0; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; float4 color : COLOR; float2 uv : TEXCOORD_0; #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 ) { PSInput.color = VSInput.color; PSInput.uv = float2(VSInput.texCoords.x * 2.f - 1.f, 0.f); #ifdef INSTANCEDSTEREO int i = VSInput.instanceID; #endif float3 pos = VSInput.position.xyz; float3 up = normalize(VSInput.weights.xyz); float dir = VSInput.weights.w; pos += up * dir; #ifdef INSTANCEDSTEREO PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], float4(pos.xyz, 1)); #else PSInput.position = mul(WORLDVIEWPROJ, float4(pos.xyz, 1)); #endif #ifdef GEOMETRY_INSTANCEDSTEREO PSInput.instanceID = i; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO PSInput.renTarget_id = i; #endif }