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Narration-NoGeneratedLevel-…/data/shaders/dx11/hologram_texture_stereo.fragment.hlsl
T
2026-03-08 15:37:55 -05:00

27 lines
813 B
HLSL

// DO NOT HAVE THIS INCLUDE BE THE FIRST LINE! we need a #define to be respected in the .fxh file
#include "ShaderConstants.fxh"
struct PS_Input
{
float4 position : SV_Position;
float2 uv : TEXCOORD_0; // the stereo texture uses a texture array
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Output
{
float4 color : SV_Target;
};
void main( in PS_Input PSInput, out PS_Output PSOutput )
{
#ifdef INSTANCEDSTEREO
float3 uvr = float3(PSInput.uv, PSInput.instanceID); // 3rd element selects the texture
#else
int eyeIndex = 0; //TODO: Right now this code will render mono if we were to implement non-instanced stereo rendering
float3 uvr = float3(PSInput.uv, eyeIndex); // 3rd element selects the texture
#endif
PSOutput.color = TEXTURE_0.Sample(TextureSampler0, uvr);
}