#line 2 "F:\Fiesta\Projects\Torch\GitRoot\Binaries\DebugWithReleaseLibs\ressystem\Shaders\Generated\NiSpotShadowWriteMat\Shader0000-P.hlsl" /* Shader description: */ //--------------------------------------------------------------------------- // Types: #if defined(DIRECT3D) #define BONEMATRIX_TYPE float4x3 #else #define BONEMATRIX_TYPE float3x4 #endif //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // Constant variables: //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // Functions: //--------------------------------------------------------------------------- /* This fragment writes projected depth to all color component outputs. */ void WriteDepthToColor(float4 WorldPosProjected, out float4 OutputColor) { float Depth = WorldPosProjected.z / WorldPosProjected.w; OutputColor.x = Depth; OutputColor.yzw = 1.0f; } //--------------------------------------------------------------------------- //--------------------------------------------------------------------------- // Input: //--------------------------------------------------------------------------- struct Input { float4 PosProjected : POSITION0; float4 WorldPosProjected : TEXCOORD0; }; //--------------------------------------------------------------------------- // Output: //--------------------------------------------------------------------------- struct Output { float4 Color : COLOR0; }; //--------------------------------------------------------------------------- // Main(): //--------------------------------------------------------------------------- Output Main(Input In) { Output Out; // Function call #0 WriteDepthToColor(In.WorldPosProjected, Out.Color); return Out; }