// Copyright Epic Games, Inc. All Rights Reserved. #include "GammaCorrectionCommon.hlsl" cbuffer PerElementVSConstants { matrix WorldViewProjection; } struct VertexOut { float4 Position : SV_POSITION; float4 Color : COLOR0; float4 SecondaryColor : COLOR1; float4 TextureCoordinates : TEXCOORD0; }; VertexOut Main( in float2 InPosition : POSITION, in float4 InTextureCoordinates : TEXCOORD0, in float2 MaterialTexCoords : TEXCOORD1, in float4 InColor : COLOR0, in float4 InSecondaryColor : COLOR1 ) { VertexOut Out; Out.Position = mul( WorldViewProjection, float4( InPosition.xy, 0, 1 ) ); Out.TextureCoordinates = InTextureCoordinates; InColor.rgb = sRGBToLinear(InColor.rgb); InSecondaryColor.rgb = sRGBToLinear(InSecondaryColor.rgb); Out.Color = InColor; Out.SecondaryColor = InSecondaryColor; return Out; }