Danbias/Code/OysterGraphics/Shader/HLSL/Deffered Shaders/GatherGBuffer/GBufferHeader.hlsli

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struct VertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 biTangent : BITANGENT;
float4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
};
struct VertexOut
{
float4 pos : SV_POSITION;
float4 ViewPos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 biTangent : BITANGENT;
};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Specular : register(t1);
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SamplerState Sampler : register(s0);
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cbuffer PerFrame : register(b0)
{
matrix View;
float4x4 Projection;
matrix VP;
}
cbuffer PerModel : register(b1)
{
matrix World;
}