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Seele/res/shaders/DepthPrepass.slang
T

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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;
}