2dd00e2983
* 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>
37 lines
676 B
Plaintext
37 lines
676 B
Plaintext
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#pragma once
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#include <viewsrg.srgi>
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struct VSInput
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{
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float3 m_position : POSITION;
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};
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struct VSDepthOutput
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{
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float4 m_position : SV_Position;
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};
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VSDepthOutput DepthPassVS(VSInput IN)
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{
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VSDepthOutput OUT;
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float4x4 objectToWorld = ObjectSrg::GetWorldMatrix();
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float4 worldPosition = mul(objectToWorld, float4(IN.m_position, 1.0));
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OUT.m_position = mul(ViewSrg::m_viewProjectionMatrix, worldPosition);
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return OUT;
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}
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