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

40 lines
848 B
HLSL

#include "ShaderConstants.fxh"
struct VS_Input {
float3 position : POSITION;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
struct PS_Input {
float4 position : SV_Position;
float4 color : COLOR;
float2 uv0 : TEXCOORD_0;
float2 uv1 : TEXCOORD_1;
#ifdef INSTANCEDSTEREO
uint instanceID : SV_InstanceID;
#endif
};
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));
PSInput.instanceID = i;
#else
PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
#endif
PSInput.color = VSInput.color;
PSInput.uv0.x = VSInput.uv0.x*2.0f;
PSInput.uv0.y = VSInput.uv0.y*10.0f;
PSInput.uv1 = VSInput.uv1;
}