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Some renaming
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25
betterRenderer/shaders/instanced_shadow_vertex.hlsl
Normal file
25
betterRenderer/shaders/instanced_shadow_vertex.hlsl
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#pragma pack_matrix(column_major)
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struct VertexInput {
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float3 m_Position : Position;
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float3 m_Normal : Normal;
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float2 m_TexCoord : TexCoord;
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float4 m_Tangent : Tangent;
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float4 m_InstanceTransform[3] : InstanceTransform;
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};
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struct VertexOutput {
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float2 m_TexCoord : TexCoord;
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float4 m_PositionSV : SV_Position;
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};
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#include "manul/draw_constants_shadow.hlsli"
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VertexOutput main(in VertexInput vs_in) {
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VertexOutput result;
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float4x4 instance_transform = transpose(float4x4(vs_in.m_InstanceTransform[0], vs_in.m_InstanceTransform[1], vs_in.m_InstanceTransform[2], float4(0., 0., 0., 1.)));
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float3 position = mul(float4(vs_in.m_Position, 1.), instance_transform);
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result.m_TexCoord = vs_in.m_TexCoord;
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result.m_PositionSV = mul(g_DrawConstants.m_ModelViewProjection, float4(position, 1.));
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return result;
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}
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