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[1102] | 1 | struct VS_OUT
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| 2 | {
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| 3 | float4 hPosition : POSITION;
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| 4 | float4 Position : TEXCOORD0;
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| 5 | };
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| 6 |
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| 7 | VS_OUT FocusingVS(float4 position : POSITION,
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[1131] | 8 | uniform float4x4 world,
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[1102] | 9 | uniform float4x4 worldViewProj,
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| 10 | uniform float4x4 lightTransform)
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| 11 | {
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| 12 | VS_OUT OUT;
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[1131] | 13 | OUT.hPosition = mul(worldViewProj, position);
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| 14 | float4 wPos = mul(world, position);
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| 15 | OUT.Position = mul(lightTransform, wPos);
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[1102] | 16 | return OUT;
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| 17 | }
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| 18 |
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| 19 | float4 FocusingPS(VS_OUT IN ):COLOR
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| 20 | {
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[1126] | 21 |
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[1102] | 22 | return float4(IN.Position.xyz / IN.Position.w, 1);
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| 23 | }
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