// Copyright Epic Games, Inc. All Rights Reserved. /*============================================================================= PositionOnlyDepthOnlyVertexShader.hlsl: Depth-only vertex shader. =============================================================================*/ #include "Common.ush" #include "/Engine/Generated/Material.ush" #include "/Engine/Generated/VertexFactory.ush" void Main( FPositionOnlyVertexFactoryInput Input, out INVARIANT_OUTPUT float4 OutPosition : SV_POSITION, out FStereoVSOutput StereoOutput #if USE_GLOBAL_CLIP_PLANE , out float OutGlobalClipPlaneDistance : SV_ClipDistance #endif ) { StereoSetupVF(Input, StereoOutput); float4 WorldPos = VertexFactoryGetWorldPosition(Input); { OutPosition = INVARIANT(mul(WorldPos, ResolvedView.TranslatedWorldToClip)); } #if USE_GLOBAL_CLIP_PLANE OutGlobalClipPlaneDistance = dot(ResolvedView.GlobalClippingPlane, float4(WorldPos.xyz, 1)); #endif }