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46 lines
1.3 KiB
Plaintext
46 lines
1.3 KiB
Plaintext
// Copyright 1998-2014 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.usf"
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#include "BasePassCommon.usf"
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#include "Material.usf"
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#include "VertexFactory.usf"
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#if NEEDS_BASEPASS_FOGGING
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#include "HeightFogCommon.usf"
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#if BASEPASS_ATMOSPHERIC_FOG
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#include "AtmosphereCommon.usf"
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#endif
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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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float4 Position : SV_POSITION;
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};
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#if USING_TESSELLATION
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struct FBasePassVSToDS
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{
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FVertexFactoryInterpolantsVSToDS FactoryInterpolants;
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FBasePassInterpolantsVSToDS BasePassInterpolants;
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float4 Position : VS_To_DS_Position;
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OPTIONAL_VertexID_VS_To_DS
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};
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#define FBasePassVSOutput FBasePassVSToDS
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#define VertexFactoryGetInterpolants VertexFactoryGetInterpolantsVSToDS
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#define FPassSpecificVSToDS FBasePassVSToDS
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#define FPassSpecificVSToPS FBasePassVSToPS
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#else
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#define FBasePassVSOutput FBasePassVSToPS
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#define VertexFactoryGetInterpolants VertexFactoryGetInterpolantsVSToPS
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#endif
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