#pragma pack_matrix(column_major) struct VertexInput { float3 m_Position : Position; float3 m_Normal : Normal; float2 m_TexCoord : TexCoord; float4 m_Tangent : Tangent; float4 m_InstanceTransform[3] : InstanceTransform; }; 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; }; cbuffer VertexConstants : register(b0) { float4x4 g_FaceProjection; }; #include "manul/draw_constants.hlsli" VertexOutput main(in VertexInput vs_in) { VertexOutput result; float4x3 model_view = GetModelView(); float4x4 instance_transform = transpose(float4x4(vs_in.m_InstanceTransform[0], vs_in.m_InstanceTransform[1], vs_in.m_InstanceTransform[2], float4(0., 0., 0., 1.))); float3 position = mul(float4(vs_in.m_Position, 1.), instance_transform).xyz; result.m_Position = mul(float4(position, 1.), model_view).xyz; result.m_Normal = mul(float4(mul(float4(vs_in.m_Normal, 0.), instance_transform)), model_view).xyz; result.m_TexCoord = vs_in.m_TexCoord; result.m_Tangent.xyz = mul(float4(mul(float4(vs_in.m_Tangent.xyz, 0.), instance_transform)), model_view).xyz; result.m_Tangent.w = vs_in.m_Tangent.w; result.m_PositionSV = mul(g_FaceProjection, float4(result.m_Position, 1.)); result.m_PositionCS = result.m_PositionSV; result.m_HistoryPositionCS = result.m_PositionSV; return result; }