#include "Uniforms.hlsl" #include "Samplers.hlsl" #include "Transform.hlsl" void VS(float4 iPos : POSITION, #ifdef SKINNED float4 iBlendWeights : BLENDWEIGHT, int4 iBlendIndices : BLENDINDICES, #endif #ifdef INSTANCED float4x3 iModelInstance : TEXCOORD4, #endif #ifndef NOUV float2 iTexCoord : TEXCOORD0, #endif out float3 oTexCoord : TEXCOORD0, out float4 oPos : OUTPOSITION) { // Define a 0,0 UV coord if not expected from the vertex data #ifdef NOUV float2 iTexCoord = float2(0.0, 0.0); #endif float4x3 modelMatrix = iModelMatrix; float3 worldPos = GetWorldPos(modelMatrix); oPos = GetClipPos(worldPos); oTexCoord = float3(GetTexCoord(iTexCoord), GetDepth(oPos)); } void PS( float3 iTexCoord : TEXCOORD0, out float4 oColor : OUTCOLOR0) { #ifdef ALPHAMASK float alpha = Sample2D(DiffMap, iTexCoord.xy).a; if (alpha < 0.5) discard; #endif oColor = iTexCoord.z; }