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deferred-point-vertex.hlsl-uj
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2005-03-22
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46 lines
struct SHADERFLAG_OUTPUT
{
float4 Position : POSITION;
float4 Transformed : TEXCOORD0;
float4 Attrib : TEXCOORD1;
float4 Color : TEXCOORD2;
float3 LightInView : TEXCOORD3;
float4 FustrumPos : TEXCOORD4;
float4 ViewToLight0 : TEXCOORD5;
float4 ViewToLight1 : TEXCOORD6;
float4 ViewToLight2 : TEXCOORD7;
};
float4x4 TDX_CONST_PROJ_DONTUPLOAD : register(c0);
float4x4 TDX_CONST_PROJBIASED_DONTUPLOAD : register(c4);
float4x4 TDX_CONST_PROJFUSTRUM_DONTUPLOAD : register(c8);
float4 TDX_CONST_POINTCONST_DONTUPLOAD[40*6] : register(c12);
SHADERFLAG_OUTPUT main(
float3 Position : POSITION0,
int Index : TEXCOORD0
)
{
SHADERFLAG_OUTPUT Out;
float4 PhysPos=float4((Position*TDX_CONST_POINTCONST_DONTUPLOAD[Index].w)+TDX_CONST_POINTCONST_DONTUPLOAD[Index].xyz, 1);
Out.Position=mul(PhysPos, TDX_CONST_PROJ_DONTUPLOAD);
Out.Transformed=mul(PhysPos, TDX_CONST_PROJBIASED_DONTUPLOAD);
Out.FustrumPos=mul(PhysPos, TDX_CONST_PROJFUSTRUM_DONTUPLOAD);
Out.Attrib=TDX_CONST_POINTCONST_DONTUPLOAD[Index+1];
Out.Color=TDX_CONST_POINTCONST_DONTUPLOAD[Index+2];
Out.ViewToLight0=TDX_CONST_POINTCONST_DONTUPLOAD[Index+3];
Out.ViewToLight1=TDX_CONST_POINTCONST_DONTUPLOAD[Index+4];
Out.ViewToLight2=TDX_CONST_POINTCONST_DONTUPLOAD[Index+5];
Out.LightInView=TDX_CONST_POINTCONST_DONTUPLOAD[Index];
return Out;
}