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Geometry.hlsl
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struct GSSceneIn
{
float4 Pos : SV_POSITION;
float2 uv : TEXCOORD;
float4 Normal : NORMAL;
};
struct PSSceneIn
{
float4 Pos : SV_POSITION;
float2 uv : TEXCOORD;
float4 Normal : NORMAL;
float3 worldPos : WORLDPOSITION;
float3 Kd : KDVALUES;
};
cbuffer GSConstantBuffer : register(b0)
{
float4x4 world;
float4x4 view;
float4x4 projection;
float4x4 X_RotationMatrix;
float4x4 Y_RotationMatrix;
float4 Kd;
};
[maxvertexcount(3)]
void GS_main(triangle GSSceneIn triangle_input[3], inout TriangleStream<PSSceneIn> OutputStream)
{
PSSceneIn output = (PSSceneIn)0;
float3 worldSpacePos[3];
for (uint i = 0; i < 3; i++)
{
output.Pos = triangle_input[i].Pos;
output.Pos = mul(world, output.Pos);
//output.Pos = mul(Y_RotationMatrix, output.Pos);
output.worldPos = output.Pos; // WORLDSPACE POS SAVED
output.Pos = mul(view, output.Pos);
output.Pos = mul(projection, output.Pos);
output.uv = triangle_input[i].uv;
output.Normal = triangle_input[i].Normal;
output.Kd = Kd.xyz;
OutputStream.Append(output);
}
OutputStream.RestartStrip();
};