Files
2026-03-08 15:34:38 -05:00

56 lines
1.2 KiB
HLSL

#include "ShaderConstants.fxh"
#include "util.fxh"
struct VS_Input
{
float3 position : POSITION;
float4 color : COLOR;
float4 weights : WEIGHTS;
float2 texCoords : TEXCOORD_0;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Input
{
float4 position : SV_Position;
float4 color : COLOR;
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.color = VSInput.color;
PSInput.uv = float2(VSInput.texCoords.x * 2.f - 1.f, 0.f);
#ifdef INSTANCEDSTEREO
int i = VSInput.instanceID;
#endif
float3 pos = VSInput.position.xyz;
float3 up = normalize(VSInput.weights.xyz);
float dir = VSInput.weights.w;
pos += up * dir;
#ifdef INSTANCEDSTEREO
PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], float4(pos.xyz, 1));
#else
PSInput.position = mul(WORLDVIEWPROJ, float4(pos.xyz, 1));
#endif
#ifdef GEOMETRY_INSTANCEDSTEREO
PSInput.instanceID = i;
#endif
#ifdef VERTEXSHADER_INSTANCEDSTEREO
PSInput.renTarget_id = i;
#endif
}