//--------------------------------------------------------------------------- //These materials/shaders are part of the NEW InstanceManager implementation //Written by Matias N. Goldberg ("dark_sylinc") //--------------------------------------------------------------------------- //--------------------------------------------- //Pixel Shader Input //--------------------------------------------- struct PS_INPUT { #ifdef DEPTH_SHADOWCASTER float3 unused : TEXCOORD0; float depth : TEXCOORD1; #else float2 uv0 : TEXCOORD0; float3 Normal : TEXCOORD1; float3 vPos : TEXCOORD2; #ifdef DEPTH_SHADOWRECEIVER float4 lightSpacePos : TEXCOORD3; #endif #endif }; #define SHADOW_BIAS 0 //--------------------------------------------- //Vertex Shader Output //--------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; PS_INPUT ps; };