import Common; import Material; import PrimitiveSceneData; import StaticMeshVertexInput; struct VertexStageOutput { float4 position : SV_Position; } [shader("vertex")] 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; }