Buckets:
| /*============================================================================= | |
| DepthOnlyVertexShader.hlsl: Depth-only vertex shader. | |
| Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. | |
| =============================================================================*/ | |
| void Main( | |
| FVertexFactoryInput Input, | |
| out FVertexFactoryInterpolants OutFactoryInterpolants, | |
| out float3 CameraVector : TEXCOORD4, | |
| out float4 PixelPosition : TEXCOORD5, | |
| out float4 OutPosition : POSITION | |
| ) | |
| { | |
| float4 WorldPos = VertexFactoryGetWorldPosition(Input); | |
| OutPosition = MulMatrix(ViewProjectionMatrix,WorldPos); | |
| // Masked and transparent materials need texture coords to clip | |
| OutFactoryInterpolants = VertexFactoryGetInterpolants(Input); | |
| PixelPosition = WorldPos; | |
| PixelPosition = OutPosition; | |
| float3x3 TangentBasis = VertexFactoryGetTangentBasis(Input); | |
| // The mask may be dependent on the camera vector | |
| CameraVector = VertexFactoryWorldToTangentSpace(Input,TangentBasis,CameraPosition.xyz - WorldPos.xyz * CameraPosition.w); | |
| } |
Xet Storage Details
- Size:
- 1.24 kB
- Xet hash:
- 5317d935aee27397d505750ceecdced2d5881fdbe71754c0b56cac751c8538c6
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