Danbias/Code/OysterGraphics/Shader/Passes/Gather/AnimHeader.hlsli

48 lines
738 B
HLSL
Raw Permalink Normal View History

2014-02-24 14:44:36 +01:00
struct AnimVertexIn
2013-11-26 13:44:58 +01:00
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
2014-02-07 08:34:01 +01:00
float4 boneIndex : BONEINDEX;
2014-01-17 08:51:12 +01:00
float4 boneWeight : BONEWEIGHT;
2013-11-26 13:44:58 +01:00
};
struct VertexOut
{
float4 pos : SV_POSITION;
2014-02-12 12:05:27 +01:00
float4 ViewPos : POSITION;
2013-11-26 13:44:58 +01:00
float2 UV : TEXCOORD;
float3 normal : NORMAL;
};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Normal : register(t1);
SamplerState S1 : register(s0);
2013-11-26 13:44:58 +01:00
2014-01-27 14:24:13 +01:00
cbuffer Animation : register(b0)
2013-11-26 13:44:58 +01:00
{
float4x4 AnimatedData[100];
2013-11-26 13:44:58 +01:00
}
cbuffer PerModel : register(b1)
{
2014-01-08 07:01:59 +01:00
matrix WV;
matrix WVP;
2014-02-07 13:15:38 +01:00
int Animated;
float3 Pad;
2014-02-12 16:21:46 +01:00
}
cbuffer Tint : register(b0)
{
float3 Color;
2014-02-20 12:07:53 +01:00
float PAD;
float3 GlowColor;
float PAD2;
2013-11-26 13:44:58 +01:00
}