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#include "shaderCommon.h"
cbuffer constBuf : register(b0)
{
DiffuseShaderConst gParams;
};
DiffuseVertexOut diffuseVS(DiffuseVertexIn input)
{
float3 worldPos = input.position.xyz;
float4 eyePos = mul(gParams.modelView, float4(worldPos, 1.0));
DiffuseVertexOut output;
output.worldPos = input.position; // lifetime in w
output.viewPos = eyePos;
output.viewVel = mul(gParams.modelView, float4(input.velocity.xyz, 0.0));
output.color = gParams.color;
// compute ndc pos for frustrum culling in GS
float4 ndcPos = mul(gParams.modelViewProjection, float4(worldPos.xyz, 1.0));
output.ndcPos = ndcPos / ndcPos.w;
return output;
}