#include "Macros.fxh" BEGIN_CONSTANTS float4x4 ViewProjection _vs(c4) _cb(c4); float3 LightPosition _ps(c0) _cb(c8); float FarPlane _ps(c1) _cb(c9); END_CONSTANTS struct VertexShaderInput { float4 Position : POSITION; }; struct VertexShaderOutput { float4 Position : SV_Position; float3 PositionWorld : TEXCOORD0; }; VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2) { VertexShaderOutput output; float4x4 world = float4x4( float4(1, 0, 0, 0), float4(0, 1, 0, 0), float4(0, 0, 1, 0), float4(Translation.x, Translation.y, Translation.z, 1) ); float4x4 worldViewProjection = mul(world, ViewProjection); output.Position = mul(input.Position, worldViewProjection); output.Position.x *= -1; // otherwise cube map render will be horizontally flipped output.PositionWorld = mul(input.Position, world); return output; } float4 main_ps(VertexShaderOutput input) : SV_TARGET0 { float lightDistance = length(input.PositionWorld - LightPosition); lightDistance /= FarPlane; return float4(lightDistance, 0.0, 0.0, 0.0); } Technique SimpleDepth { Pass { VertexShader = compile vs_3_0 instanced_vs(); PixelShader = compile ps_3_0 main_ps(); } }