Fix code style
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@@ -264,37 +264,33 @@ META_VS(true, FEATURE_LEVEL_SM4)
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META_FLAG(VertexToGeometryShader)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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Quad_VS2GS VS_WriteToSlice(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0, uint LayerIndex : SV_InstanceID)
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Quad_VS2GS VS_WriteToSlice(float2 position : POSITION0, float2 texCoord : TEXCOORD0, uint layerIndex : SV_InstanceID)
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{
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Quad_VS2GS output;
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output.Vertex.Position = float4(Position, 0, 1);
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output.Vertex.TexCoord = TexCoord;
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output.LayerIndex = LayerIndex;
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output.Vertex.Position = float4(position, 0, 1);
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output.Vertex.TexCoord = texCoord;
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output.LayerIndex = layerIndex;
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return output;
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}
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// Geometry shader that writes to a range of slices of a volume texture
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META_GS(true, FEATURE_LEVEL_SM4)
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[maxvertexcount(3)]
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void GS_WriteToSlice(triangle Quad_VS2GS input[3], inout TriangleStream<Quad_GS2PS> OutStream)
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void GS_WriteToSlice(triangle Quad_VS2GS input[3], inout TriangleStream<Quad_GS2PS> stream)
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{
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Quad_GS2PS vertex0;
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vertex0.Vertex = input[0].Vertex;
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vertex0.LayerIndex = input[0].LayerIndex;
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Quad_GS2PS vertex;
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Quad_GS2PS vertex1;
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vertex1.Vertex = input[1].Vertex;
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vertex1.LayerIndex = input[1].LayerIndex;
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vertex.Vertex = input[0].Vertex;
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vertex.LayerIndex = input[0].LayerIndex;
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stream.Append(vertex);
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Quad_GS2PS vertex2;
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vertex2.Vertex = input[2].Vertex;
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vertex2.LayerIndex = input[2].LayerIndex;
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vertex.Vertex = input[1].Vertex;
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vertex.LayerIndex = input[1].LayerIndex;
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stream.Append(vertex);
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OutStream.Append(vertex0);
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OutStream.Append(vertex1);
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OutStream.Append(vertex2);
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vertex.Vertex = input[2].Vertex;
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vertex.LayerIndex = input[2].LayerIndex;
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stream.Append(vertex);
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}
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META_PS(true, FEATURE_LEVEL_ES2)
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