33 lines
1.2 KiB
HLSL
33 lines
1.2 KiB
HLSL
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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ClusteredDeferredShadingVertexShader.usf:
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=============================================================================*/
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#include "HairStrands/HairStrandsVisibilityCommonStruct.ush"
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#include "Common.ush"
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#include "HairStrands/HairStrandsVisibilityCommon.ush"
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struct FHairStrandsSamplesDesc
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{
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nointerpolation uint NodeCount : DISPATCH_NODECOUNT;
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nointerpolation uint2 Resolution : DISPATCH_RESOLUTION;
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};
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// This vertex shader is only used with hair strands lighting
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void ClusteredShadingVertexShader(
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in uint InVertexId : SV_VertexID,
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out float4 OutPosition : SV_POSITION,
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nointerpolation out uint OutNodeCount : DISPATCH_NODECOUNT,
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nointerpolation out uint2 OutResolution : DISPATCH_RESOLUTION)
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{
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OutNodeCount = HairStrands.HairSampleCount[0];
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OutResolution = GetHairSampleResolution(OutNodeCount);
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const float2 ClipCoord = ((OutResolution + 0.5f) / float2(HairStrands.HairSampleViewportResolution)) * 2;
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const float2 UV = float2(InVertexId & 1, InVertexId >> 1);
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const float2 Pos = float2(-UV.x, UV.y) * 4 + float2(-1, +1) + float2(ClipCoord.x, -ClipCoord.y);
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OutPosition = float4(Pos, 0.5f, 1);
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}
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