// Copyright 2019-Present LexLiu. All Rights Reserved. #include "/Engine/Public/Platform.ush" float4x4 _MVP; struct RenderMeshVSToPS { float4 position : SV_Position; float2 uv : TEXCOORD0; float2 uvMask : TEXCOORD1; float3 localPosition : TEXCOORD2; #if LGUI_BLEND_DEPTH float4 screenPosition : TEXCOORD3; #endif }; void RenderMeshVS( in float3 Position:ATTRIBUTE0, in float2 TextureCoord0 : ATTRIBUTE1, in float2 TextureCoord1 : ATTRIBUTE2, out RenderMeshVSToPS v2p ) { v2p.position = mul(float4(Position.xyz, 1.0), _MVP); v2p.localPosition = Position.xyz; v2p.uv = TextureCoord0; v2p.uvMask = TextureCoord1; #if LGUI_BLEND_DEPTH v2p.screenPosition = v2p.position; #endif }