#include "ShaderConstants.fxh" struct VS_Input { float3 position : POSITION; float2 uv : TEXCOORD_0; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; 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.uv = VSInput.uv; #ifdef INSTANCEDSTEREO int i = VSInput.instanceID; float4 pos = mul(WORLDVIEW_STEREO[i], float4(VSInput.position, 1)); PSInput.position = mul(PROJ_STEREO[i], pos); #else float4 pos = mul(WORLDVIEW, float4(VSInput.position, 1)); PSInput.position = mul(PROJ, pos); #endif #ifdef GEOMETRY_INSTANCEDSTEREO PSInput.instanceID = VSInput.instanceID; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO PSInput.renTarget_id = VSInput.instanceID; #endif }