#include "BasicVS.hlsli" struct VS_INPUT { float4 Position : POSITION; float3 Normal : NORMAL; }; struct RenderableBox { float3 Corner; uint Colour; float3 Edge1; float Pad1; float3 Edge2; float Pad2; float3 Edge3; float Pad3; }; StructuredBuffer Boxes : register(t1); VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID) { VS_OUTPUT output; RenderableBox box = Boxes[iid]; //float3 mpos = input.Position.xyz * box.Size; //float3 ipos = mulvq(mpos, box.Orientation); //float3 inorm = mulvq(input.Normal, box.Orientation); float3 p = input.Position.xyz; float3 n = input.Normal; //float3 s = float3(box.Length1, box.Length2, box.Length3); float3 ipos = (p.x*box.Edge1 + p.y*box.Edge2 + p.z*box.Edge3);// *s; float3 inorm = normalize(n.x*box.Edge1 + n.y*box.Edge2 + n.z*box.Edge3); float3 spos = (box.Corner + ipos) * Scale; float3 rpos = mulvq(spos, Orientation); float3 opos = CamRel.xyz + rpos;// bpos ModelTransform(input.Position.xyz); float4 cpos = ScreenTransform(opos); float3 bnorm = inorm;// mulvq(inorm, Orientation));// NormalTransform(input.Normal); float3 btang = 0.5;// NormalTransform(float3(1, 0, 0)); //no tangent to use on this vertex type... float4 c = Unpack4x8UNF(box.Colour).abgr; //c = float4(abs(input.Normal),1); float4 lightspacepos; float shadowdepth = ShadowmapSceneDepth(opos, lightspacepos); output.LightShadow = lightspacepos; output.Shadows = float4(shadowdepth, 0,0,0); output.Position = cpos; output.CamRelPos = opos; output.Normal = bnorm; output.Texcoord0 = 0.5;// input.Texcoord0; output.Texcoord1 = 0.5;// input.Texcoord; output.Texcoord2 = 0.5;// input.Texcoord; output.Colour0 = c;// float4(0.5, 0.5, 0.5, 1); //input.Colour0; output.Colour1 = float4(0.5,0.5,0.5,1); //input.Colour1 output.Tint = 0; output.Tangent = float4(btang, 1); output.Bitangent = float4(cross(btang, bnorm), 0); return output; }