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// OpenGL right now needs to actually use the incoming vertex position |
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// so we create a fake dependency on it here that haven't any impact. |
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output.vmesh.positionCS = float4(uv * 2.0 - 1.0, inputMesh.positionOS.z > 0 ? 1.0e-4 : 0.0, 1.0); |
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output.vmesh.texCoord0 = inputMesh.uv0; |
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output.vmesh.texCoord1 = inputMesh.uv1; |
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output.vmesh.texCoord2 = inputMesh.uv2; |
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output.vmesh.texCoord3 = inputMesh.uv3; |
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#ifdef VARYINGS_NEED_POSITION_WS |
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#endif |
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#if defined(VARYINGS_NEED_COLOR) |
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#ifdef VARYINGS_NEED_TEXCOORD0 |
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output.vmesh.texCoord0 = inputMesh.uv0; |
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#endif |
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#ifdef VARYINGS_NEED_TEXCOORD1 |
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output.vmesh.texCoord1 = inputMesh.uv1; |
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#endif |
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#ifdef VARYINGS_NEED_TEXCOORD2 |
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output.vmesh.texCoord2 = inputMesh.uv2; |
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#endif |
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#ifdef VARYINGS_NEED_TEXCOORD3 |
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output.vmesh.texCoord3 = inputMesh.uv3; |
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#endif |
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#ifdef VARYINGS_NEED_COLOR |
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output.vmesh.color = inputMesh.color; |
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#endif |
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