Danbias/Code/OysterGraphics/Shader/HLSL/Deffered Shaders/VertexGatherData.hlsl

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HLSL
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#include "GBufferHeader.hlsli"
VertexOut main( VertexIn input )
{
VertexOut output;
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/*input.pos = (
(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x) +
(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y) +
(mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z) +
(mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w)
* Animated) + input.pos * int(1-Animated);*/
input.pos = (
(mul(BoneAnimation[input.boneIndex.x], input.pos)/* * input.boneWeight.x*/)
* Animated) + input.pos * int(1-Animated);
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//float4x4 m = matrix(float4(1,0,0,0),float4(0,1,0,0), float4(0,0,1,0), float4(0,0,0,1));
//input.pos = mul(BoneAnimation[0], float4(input.pos,1));
//input.pos = mul(m, float4(input.pos,1));
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output.pos = mul(WVP, float4(input.pos,1));
output.normal = mul(WV, float4(input.normal,0)).xyz;
output.UV = input.UV;
return output;
}