/* =========================================================================== Copyright (C) 2023 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // depth pre-pass #if VERTEX_SHADER cbuffer RootConstants { matrix modelViewMatrix; matrix projectionMatrix; }; float4 vs(float4 position : POSITION) : SV_Position { float4 positionVS = mul(modelViewMatrix, float4(position.xyz, 1)); return mul(projectionMatrix, positionVS); } #endif #if PIXEL_SHADER void ps() { } #endif