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

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struct VertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
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float3 tangent : TANGENT;
float3 biTangent : BITANGENT;
float4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
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};
struct VertexOut
{
float4 pos : SV_POSITION;
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//float4 ViewPos : POSITION;
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float2 UV : TEXCOORD;
float3 normal : NORMAL;
//float3 tangent : TANGENT;
//float3 biTangent : BITANGENT;
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};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Normal : register(t1);
SamplerState S1 : register(s0);
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cbuffer Animation : register(b0)
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{
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float4x4 BoneAnimation[100];
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int Animated;
float3 Pad;
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}
cbuffer PerModel : register(b1)
{
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matrix WV;
matrix WVP;
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}