Files
UnrealEngineUWP/Engine/Shaders/Private/BasePassVertexCommon.ush
serge bernier 9ce7402b1f Support INVARIANT on platform using DXC-SPIRV
-Add a new define to wrap the output semantic that we want to be post declare as precise.
-Modify DXC-SIRV to add the NoContraction decorator on precise output semantics.
-Modify spirv_glsl to post declare as precise output semantics
  -Example: out precise float4 gl_positon; will add precise gl_position; post declaration.

[REVIEW] [at]laura.hermanns

[CL 29338529 by serge bernier in ue5-main branch]
2023-11-01 19:14:21 -04:00

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// Copyright Epic Games, Inc. All Rights Reserved.
/*=============================================================================
BasePassVertexCommon.usf: Vertex-related base pass definitions, used by vertex,
hull and domain shader
=============================================================================*/
#include "Common.ush"
// Reroute SceneTexturesStruct uniform buffer references to the appropriate base pass uniform buffer
#if MATERIALBLENDING_TRANSLUCENT || MATERIALBLENDING_ADDITIVE || MATERIALBLENDING_MODULATE
#define SceneTexturesStruct TranslucentBasePass.SceneTextures
#endif
#include "/Engine/Generated/Material.ush"
#include "BasePassCommon.ush"
#include "/Engine/Generated/VertexFactory.ush"
#if NEEDS_BASEPASS_VERTEX_FOGGING
#include "HeightFogCommon.ush"
#endif
struct FBasePassVSToPS
{
FVertexFactoryInterpolantsVSToPS FactoryInterpolants;
FBasePassInterpolantsVSToPS BasePassInterpolants;
INVARIANT_OUTPUT float4 Position : SV_POSITION;
};
#define FBasePassVSOutput FBasePassVSToPS
#define VertexFactoryGetInterpolants VertexFactoryGetInterpolantsVSToPS