// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved. /*============================================================================= LightFunction.usf: Vertex shader for computing a light function. =============================================================================*/ #include "Common.usf" float4 StencilingGeometryPosAndScale; void Main( in float4 InPosition : ATTRIBUTE0, out float4 OutScreenPosition : TEXCOORD0, out float4 OutPosition : SV_POSITION ) { float3 WorldPosition = InPosition * StencilingGeometryPosAndScale.w + StencilingGeometryPosAndScale.xyz; OutPosition = OutScreenPosition = mul(float4(WorldPosition,1), View.TranslatedWorldToClip); }