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23 lines
545 B
HLSL
23 lines
545 B
HLSL
#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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};
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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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result.m_TexCoord = vs_in.m_TexCoord;
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result.m_PositionSV = mul(g_DrawConstants.m_ModelViewProjection, float4(vs_in.m_Position, 1.));
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return result;
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}
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