#pragma pack_matrix(column_major) struct VertexInput { float3 m_Position : Position; float3 m_Normal : Normal; float2 m_TexCoord : TexCoord; float4 m_Tangent : Tangent; }; #ifdef PREPASS struct VertexOutput { float2 m_TexCoord : TexCoord; float4 m_PositionSV : SV_Position; }; #else struct VertexOutput { float3 m_Position : Position; float3 m_Normal : Normal; float2 m_TexCoord : TexCoord; float4 m_Tangent : Tangent; float4 m_PositionSV : SV_Position; float4 m_PositionCS : PositionCS; float4 m_HistoryPositionCS : HistoryPositionCS; }; #endif cbuffer VertexConstants : register(b0) { float4x4 g_JitteredProjection; float4x4 g_Projection; float4x4 g_ProjectionHistory; }; #include "manul/draw_constants.hlsli" #ifdef NO_JITTER #define PROJECTION g_Projection #else #define PROJECTION g_JitteredProjection #endif VertexOutput main(in VertexInput vs_in) { VertexOutput result; float4x3 model_view = GetModelView(); float4x3 model_view_history = GetModelViewHistory(); float3 view_space_position = mul(float4(vs_in.m_Position, 1.), model_view).xyz; result.m_TexCoord = vs_in.m_TexCoord; result.m_PositionSV = mul(PROJECTION, float4(view_space_position, 1.)); #ifndef PREPASS result.m_Normal = mul(float4(vs_in.m_Normal, 0.), model_view).xyz; result.m_Position = view_space_position; result.m_Tangent.xyz = mul(float4(vs_in.m_Tangent.xyz, 0.), model_view).xyz; result.m_Tangent.w = vs_in.m_Tangent.w; result.m_PositionCS = mul(g_Projection, float4(result.m_Position, 1.)); float3 history_position = mul(float4(vs_in.m_Position, 1.), model_view_history); result.m_HistoryPositionCS = mul(g_ProjectionHistory, float4(history_position, 1.)); #endif return result; }