2013-12-18 20:28:06 +01:00
|
|
|
#include "GBufferHeader.hlsli"
|
|
|
|
|
|
|
|
VertexOut main( VertexIn input )
|
|
|
|
{
|
|
|
|
VertexOut output;
|
2014-01-31 16:29:50 +01:00
|
|
|
/*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);
|
|
|
|
|
2014-01-27 14:24:13 +01:00
|
|
|
//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));
|
2014-01-08 07:01:59 +01:00
|
|
|
output.pos = mul(WVP, float4(input.pos,1));
|
2014-01-16 09:30:01 +01:00
|
|
|
output.normal = mul(WV, float4(input.normal,0)).xyz;
|
2013-12-18 20:28:06 +01:00
|
|
|
output.UV = input.UV;
|
|
|
|
return output;
|
|
|
|
}
|