46 lines
1002 B
HLSL
46 lines
1002 B
HLSL
float4x4 ViewProjection;
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struct VertexShaderInput
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{
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float4 Position : POSITION;
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};
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struct VertexShaderOutput
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{
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float4 Position : POSITION0;
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float4 ProjectedPosition : TEXCOORD0;
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};
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VertexShaderOutput instanced_vs(VertexShaderInput input, float3 Translation : TEXCOORD2)
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{
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VertexShaderOutput output;
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float4x4 world = float4x4(
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float4(1, 0, 0, 0),
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float4(0, 1, 0, 0),
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float4(0, 0, 1, 0),
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float4(Translation.x, Translation.y, Translation.z, 1)
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);
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float4x4 worldViewProjection = mul(world, ViewProjection);
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output.Position = mul(input.Position, worldViewProjection);
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output.ProjectedPosition = output.Position;
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return output;
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}
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float4 main_ps(VertexShaderOutput input) : COLOR0
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{
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return float4(input.ProjectedPosition.z / input.ProjectedPosition.w, 0.0, 0.0, 0.0);
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}
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Technique SimpleDepth
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{
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Pass
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{
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VertexShader = compile vs_3_0 instanced_vs();
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PixelShader = compile ps_3_0 main_ps();
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}
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}
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