#include "ShaderConstants.fxh"

struct VS_Input
{
    float3 position : POSITION;
    float2 uv : TEXCOORD_0;
#ifdef INSTANCEDSTEREO
    uint instanceID : SV_InstanceID;
#endif
};


struct PS_Input
{
    float4 position : SV_Position;
    float2 uv : TEXCOORD_0;
    float3 pos : POS;
#ifdef GEOMETRY_INSTANCEDSTEREO
    uint instanceID : SV_InstanceID;
#endif
#ifdef VERTEXSHADER_INSTANCEDSTEREO
	uint renTarget_id : SV_RenderTargetArrayIndex;
#endif
};

ROOT_SIGNATURE
void main(in VS_Input VSInput, out PS_Input PSInput)
{
    float4 transformedUV = mul(UV_TRANSFORM, float4(VSInput.uv, 0, 1));
    PSInput.uv = transformedUV.xy;

#ifdef INSTANCEDSTEREO
    int i = VSInput.instanceID;
    PSInput.position = mul( WORLDVIEWPROJ_STEREO[i], float4( VSInput.position, 1 ) );
#else
    PSInput.position = mul(WORLDVIEWPROJ, float4(VSInput.position, 1));
#endif
#ifdef GEOMETRY_INSTANCEDSTEREO
	PSInput.instanceID = VSInput.instanceID;
#endif 
#ifdef VERTEXSHADER_INSTANCEDSTEREO
	PSInput.renTarget_id = VSInput.instanceID;
#endif

    PSInput.pos = VSInput.position.xyz;

}