#include "shaderCommon.h" cbuffer constBuf : register(b0) { MeshShaderConst gParams; }; MeshVertexOut meshVS(MeshVertexIn input) { const float4x4 modelViewProjectionMatrix = gParams.modelViewProjection; const float4x4 modelViewMatrix = gParams.modelView; const float4x4 objectTransform = gParams.objectTransform; const float4x4 lightTransform = gParams.lightTransform; float3 n = normalize(mul(objectTransform, float4(input.normal, 0.0)).xyz); float3 p = mul(objectTransform, float4(input.position.xyz, 1.0)).xyz; // calculate window-space point size MeshVertexOut output; output.position = mul(modelViewProjectionMatrix, float4(p + gParams.expand * n, 1.0)); output.worldNormal = n; output.lightOffsetPosition = mul(lightTransform, float4(p + n * gParams.bias, 1.0)); output.viewLightDir = mul(modelViewMatrix, float4(gParams.lightDir, 0.0)); output.worldPosition = p; if (gParams.colorArray) output.color = input.color; else output.color = gParams.color; output.texCoord = float2(input.texCoord.x, 1.0f - input.texCoord.y); // flip the y component of uv (glsl to hlsl conversion) output.secondaryColor = gParams.secondaryColor; output.viewPosition = mul(modelViewMatrix, float4(input.position.xyz, 1.0)); return output; }