// Copyright Epic Games, Inc. All Rights Reserved. // // Mesh Vertex Shader utils functions and vertex input / output structs // #ifndef MESH_VERTEX_SHADER_USH #define MESH_VERTEX_SHADER_USH struct CoreMeshInput { float4 pos : ATTRIBUTE0; float2 uv : ATTRIBUTE1; float3 normal : ATTRIBUTE2; float4 tangent : ATTRIBUTE3; float4 color : ATTRIBUTE4; }; struct CoreMeshOutput { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float3 normal : NORMAL0; float4 tangent : TANGENT0; float4 color : COLOR0; }; CoreMeshOutput VSH_MeshUV(CoreMeshInput v) { CoreMeshOutput o; o.uv = float2(v.uv.x, 1 - v.uv.y); //v.vertex.xyz = float3(((o.uv * 2.0 + -1.0) * float2(1.0, _ProjectionParams.r)), 0.0); o.pos = float4(((o.uv * 2.0 + -1.0) * float2(1.0, 1.0)), 0.0, v.pos.w); o.normal = v.normal; o.tangent = v.tangent; o.color = v.color; return o; } #endif