#include "BasicVS.hlsli" struct VS_INPUT { float4 Position : POSITION; //float3 Normal : NORMAL; }; struct RenderableSphere { float3 Center; float Radius; float3 Pad0; uint Colour; }; StructuredBuffer Spheres : register(t1); VS_OUTPUT main(VS_INPUT input, uint iid : SV_InstanceID) { VS_OUTPUT output; RenderableSphere sph = Spheres[iid]; float3 ipos = (input.Position.xyz) * sph.Radius;// *0.5; float3 inorm = input.Position.xyz;// input.Normal; //unit sphere pos == normal float3 spos = (ipos + sph.Center) * 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(sph.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;//float4(abs(input.Position.xyz), 1);// 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; }