#include "ShaderConstants.fxh" struct VS_Input { float3 position : POSITION; float2 uv : TEXCOORD_0; float2 uv1 : TEXCOORD_1; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; float2 uv : TEXCOORD_0; float2 uv1 : TEXCOORD_1; #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.uv = VSInput.uv; PSInput.uv1 = VSInput.uv1; #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 }