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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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8 | uniform float4x4 world,
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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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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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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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21 |
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22 | return float4(IN.Position.xyz / IN.Position.w, 1);
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23 | }
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