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// TODO Null implem at the moment
float4 VFXTransformPositionWorldToNonJitteredClip(float3 posWS)
{
return (float4)0.0f;
}
float4 VFXTransformPositionWorldToPreviousClip(float3 posWS)
{
return (float4)0.0f;
}
float4 VFXTransformPositionWorldToClip(float3 posWS)
{
return (float4)0.0f;
}
float4 VFXTransformPositionObjectToNonJitteredClip(float3 posOS)
{
return (float4)0.0f;
}
float4 VFXTransformPositionObjectToPreviousClip(float3 posOS)
{
return (float4)0.0f;
}
float3 VFXTransformPreviousObjectToWorld(float3 posOS)
{
return (float3)0.0f;
}
float4 VFXTransformPositionObjectToClip(float3 posOS)
{
return (float4)0.0f;
}
float3 VFXTransformPositionWorldToView(float3 posWS)
{
return (float3)0.0f;
}
float4x4 VFXGetObjectToWorldMatrix()
{
return (float4x4)0.0f;
}
float4x4 VFXGetWorldToObjectMatrix()
{
return (float4x4)0.0f;
}
float3x3 VFXGetWorldToViewRotMatrix()
{
return (float3x3)0.0f;
}
float3 VFXGetViewWorldPosition()
{
return (float3)0.0f;
}
float VFXLinearEyeDepth(float depth)
{
return 0.0f;
}
float VFXLinearEyeDepthOrthographic(float depth)
{
return 0.0f;
}
float4 VFXApplyFog(float4 color,float4 posSS,float3 posWS)
{
return color;
}
float4 VFXApplyAO(float4 color, float4 posSS)
{
return color;
}