#ifndef _PC_STYLIZATION_VERTEX_COMMON_H_ #define _PC_STYLIZATION_VERTEX_COMMON_H_ #include "Constants.h" #if LIDAR_FORMAT_ENABLE #include "VertexInputLidar.h" #else #include "VertexInput.h" #endif float3 GetBasePos(VertexInput input) { #if VOXEL_CONSOLIDATION int2 index = int2(input.lowLeftIdx, 0); float3 lowLeft = gLowLeftsTex.Load(index); #else float3 lowLeft = gLowLeft; #endif return lowLeft; } float ComputePointSize() { return gPointSize == 0? 1.0f:gPointSize; } // compute tranformed position in world space float4 ComputeTransformedVec(float4 wPos) { return gUseOriginWorld? mul(wPos, gOriginWXf): mul(wPos, gWXf); } #endif