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

43 lines
1002 B
HLSL

#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
}