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Tommy Walton 2dd00e2983 Move wrinkle mask data out of default object srg (#4578)
* Refactored depth, shadow, and motion vector shaders to support custom object srgs. Added a new skin object srg and moved wrinklemask data out of the default object srg. Added a new minimal morph target asset for testing wrinkle masks to AutomatedTesting.

Signed-off-by: Tommy Walton <waltont@amazon.com>

* Fix copyright header

Signed-off-by: Tommy Walton <waltont@amazon.com>
2021-10-14 08:58:50 -07:00

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/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#pragma once
#include <viewsrg.srgi>
struct VSInput
{
float3 m_position : POSITION;
};
struct VSDepthOutput
{
float4 m_position : SV_Position;
};
VSDepthOutput DepthPassVS(VSInput IN)
{
VSDepthOutput OUT;
float4x4 objectToWorld = ObjectSrg::GetWorldMatrix();
float4 worldPosition = mul(objectToWorld, float4(IN.m_position, 1.0));
OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, worldPosition);
return OUT;
}