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