ShadowProjectionCommon.bslinc 658 B

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  1. #include "$ENGINE$/PerCameraData.bslinc"
  2. mixin ShadowProjectionCommon
  3. {
  4. mixin PerCameraData;
  5. code
  6. {
  7. struct VStoFS
  8. {
  9. float4 position : SV_POSITION;
  10. };
  11. struct VertexInput
  12. {
  13. float3 position : POSITION;
  14. };
  15. #if NEEDS_TRANSFORM
  16. cbuffer VertParams
  17. {
  18. float4 gPositionAndScale;
  19. };
  20. #endif
  21. VStoFS vsmain(VertexInput input)
  22. {
  23. VStoFS output;
  24. #if NEEDS_TRANSFORM
  25. float3 worldPos = input.position.xyz * gPositionAndScale.w + gPositionAndScale.xyz;
  26. output.position = mul(gMatViewProj, float4(worldPos, 1));
  27. #else
  28. output.position = float4(input.position, 1);
  29. #endif
  30. return output;
  31. }
  32. };
  33. };