#include "BasicVS.hlsli" struct VS_INPUT { float4 Position : POSITION; float3 Normal : NORMAL; }; struct RenderableCylinder { float3 Point1; float Radius; float4 Orientation; float Length; uint Colour; float Pad0; float Pad1; }; StructuredBuffer Cylinders : register(t1); VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID) { VS_OUTPUT output; RenderableCylinder cyl = Cylinders[iid]; float3 mpos = input.Position.xyz*cyl.Radius; mpos.y += input.Position.w*cyl.Length; float3 ipos = mulvq(mpos, cyl.Orientation); float3 inorm = mulvq(input.Normal, cyl.Orientation);// input.Normal; float3 spos = (ipos + cyl.Point1) * Scale; float3 rpos = mulvq(spos, Orientation); float3 opos = CamRel.xyz + rpos;// bpos ModelTransform(input.Position.xyz); float4 cpos = ScreenTransform(opos); float3 bnorm = normalize(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(cyl.Colour).abgr; 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; }