utkuatlastuzcu/tst / Engine /Shaders /DepthOnlyVertexShader.usf
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/*=============================================================================
DepthOnlyVertexShader.hlsl: Depth-only vertex shader.
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
=============================================================================*/
#include "Common.usf"
#include "Material.usf"
#include "VertexFactory.usf"
void Main(
FVertexFactoryInput Input,
#if !MATERIALBLENDING_SOLID
out FVertexFactoryInterpolants OutFactoryInterpolants,
out float3 CameraVector : TEXCOORD4,
out float4 PixelPosition : TEXCOORD5,
#endif
out float4 OutPosition : POSITION
)
{
float4 WorldPos = VertexFactoryGetWorldPosition(Input);
OutPosition = MulMatrix(ViewProjectionMatrix,WorldPos);
#if !MATERIALBLENDING_SOLID
// Masked and transparent materials need texture coords to clip
OutFactoryInterpolants = VertexFactoryGetInterpolants(Input);
#if WORLD_POS
PixelPosition = WorldPos;
#else
PixelPosition = OutPosition;
#endif
float3x3 TangentBasis = VertexFactoryGetTangentBasis(Input);
// The mask may be dependent on the camera vector
CameraVector = VertexFactoryWorldToTangentSpace(Input,TangentBasis,CameraPosition.xyz - WorldPos.xyz * CameraPosition.w);
#endif
}

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