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Seele/res/shaders/DepthPrepass.slang
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import Common;
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import Material;
import VERTEX_INPUT_IMPORT;
import MATERIAL_IMPORT;
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import PrimitiveSceneData;
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struct VertexStageOutput
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{
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float4 position : SV_Position;
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}
[shader("vertex")]
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VertexStageOutput vertexMain(PositionOnlyVertexShaderInput input)
{
VertexStageOutput output;
float3 worldPosition = input.getWorldPosition();
worldPosition += gMaterial.getWorldOffset();
float4 clipSpacePosition;
float4 viewSpacePosition = mul(gViewParams.viewMatrix, float4(worldPosition, 1));
clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
output.position = clipSpacePosition;
return output;
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}