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

48 lines
1.2 KiB
HLSL

//$ANTCOLONY
#include "ShaderConstants.fxh"
struct VS_Input
{
float3 position : POSITION;
float2 uv0 : TEXCOORD_0; // x,y 0-1 based off if voxel texture wasn't in atlas. Can multiply against atlas UV's to get atlas uv's
float2 uv1 : TEXCOORD_1; // x = voxel coord x, y = voxel coord y
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Input
{
float4 position : SV_Position;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float4 uvRect : TEXCOORD_1;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
Texture2D<float4> TILE_UV_MAP : register (t1);
void main( in VS_Input VSInput, out PS_Input PSInput )
{
float3 position = VSInput.position.xyz;
int2 tileUVs = int2(0, VSInput.uv1.x * 255.0f);
float4 uvCoords = TEXTURE_1[tileUVs];
tileUVs.x = 4.0f;
float4 colorVal = TEXTURE_1[tileUVs];
PSInput.uv0 = VSInput.uv0 * float2(1.0f, 127.0f);
PSInput.uvRect = uvCoords;
#ifdef INSTANCEDSTEREO
int i = VSInput.instanceID;
PSInput.position = mul(WORLDVIEWPROJ_STEREO[i], float4(position.xyz, 1));
PSInput.instanceID = i;
#else
PSInput.position = mul(WORLDVIEWPROJ, float4(position.xyz, 1));
#endif
PSInput.color = colorVal;
}