Kav/Effects/HLSL/SimpleDepthEffectInstanced.fx

46 lines
1006 B
HLSL

float4x4 ViewProjection;
struct VertexShaderInput
{
float4 Position : POSITION;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 ProjectedPosition : 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.ProjectedPosition = output.Position;
return output;
}
float4 main_ps(VertexShaderOutput input) : COLOR0
{
return float4(input.ProjectedPosition.z / input.ProjectedPosition.w, 0.0, 0.0, 0.0);
}
Technique SimpleDepth
{
Pass
{
VertexShader = compile vs_3_0 instanced_vs();
PixelShader = compile ps_3_0 main_ps();
}
}