#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; PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], mul(CUBE_MAP_ROTATION, float4( VSInput.position, 1 ))); #ifdef GEOMETRY_INSTANCEDSTEREO PSInput.instanceID = i; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO PSInput.renTarget_id = i; #endif #else PSInput.position = mul(WORLDVIEWPROJ, mul(CUBE_MAP_ROTATION, float4(VSInput.position, 1))); #endif }