/*=============================================================================
	DepthOnlyVertexShader.hlsl: Depth-only vertex shader.
	Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
=============================================================================*/

#include "Common.usf"
#include "Material.usf"
#include "VertexFactory.usf"

void Main(
	FVertexFactoryInput Input,
#if !MATERIALBLENDING_SOLID
	out FVertexFactoryInterpolants OutFactoryInterpolants,
#endif
	out float4 OutPosition : POSITION
	)
{
#if MATERIALBLENDING_SOLID
	//opaque materials only need position
	float4 WorldPos = VertexFactoryGetWorldPositionOnly(Input);
#else 
	//masked and transparent materials need texture coords to clip
	float4 WorldPos = VertexFactoryGetWorldPosition(Input,OutFactoryInterpolants);
#endif
	OutPosition = MulMatrix(ViewProjectionMatrix,WorldPos);
}