#include "ShaderConstants.fxh" #include "util.fxh" struct VS_Input { float3 position : POSITION; float4 weights : WEIGHTS; #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 ) ); PSInput.position.xy += computeScreenOffsets(VSInput.position.xyz, VSInput.weights, WORLDVIEWPROJ_STEREO[i]); #ifdef GEOMETRY_INSTANCEDSTEREO PSInput.instanceID = i; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO PSInput.renTarget_id = i; #endif #else PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1)); PSInput.position.xy += computeScreenOffsets(VSInput.position.xyz, VSInput.weights, WORLDVIEWPROJ); #endif //this is to make it come closer to the camera and avoid z-fighting PSInput.position.z -= 0.0001; }