#include "ShaderConstants.fxh" struct VS_Input { float3 position : POSITION; float4 color : COLOR; #ifdef INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif }; struct PS_Input { float4 position : SV_Position; float4 color : COLOR; #ifdef GEOMETRY_INSTANCEDSTEREO uint instanceID : SV_InstanceID; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO uint renTarget_id : SV_RenderTargetArrayIndex; #endif }; static const float fogNear = 0.9; static const float3 inverseLightDirection = float3( 0.62, 0.78, 0.0 ); static const float ambient = 0.7; 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 ) ); float3 worldPos = mul(WORLD_STEREO, float4(VSInput.position, 1)); #else PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1)); float3 worldPos = mul(WORLD, float4(VSInput.position, 1)); #endif #ifdef GEOMETRY_INSTANCEDSTEREO PSInput.instanceID = VSInput.instanceID; #endif #ifdef VERTEXSHADER_INSTANCEDSTEREO PSInput.renTarget_id = VSInput.instanceID; #endif PSInput.color = VSInput.color * CURRENT_COLOR; float depth = length(worldPos) / RENDER_DISTANCE; float fog = max( depth - fogNear, 0.0 ); PSInput.color.a *= 1.0 - fog; }