e4s-sdk/gamedata/shaders/d3d11/fluid_raycast_quad.vs.hlsl
2026-06-17 23:06:51 +03:00

13 lines
463 B
HLSL

#include "fluid_common_render.hlsli"
// Vertex
// TODO: DX10: replace WorldViewProjection with m_WVP
PS_INPUT_RAYCAST main(VS_INPUT input)
{
PS_INPUT_RAYCAST output = (PS_INPUT_RAYCAST)0;
output.pos = float4(input.pos, 1);
// output.posInGrid = mul( float4( input.pos.xy*ZNear, 0, ZNear ), InvWorldViewProjection );
output.posInGrid = mul(InvWorldViewProjection, float4(input.pos.xy * ZNear, 0, ZNear)).xyz;
return output;
}