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;
float4 WorldPos = mul(World, float4(input.pos,1));
float4 ViewPos = mul(View, WorldPos);
output.pos = mul(Projection, ViewPos);
float4 WorldNor = mul(World, float4(input.normal,0));
float4 ViewNor = mul(View, WorldNor);
output.normal = ViewNor;
//output.normal.z *= -1;
output.UV = input.UV;
//output.normal = ViewNor;
return output;
}