// 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; }