Danbias/Code/OysterGraphics/Shader/Passes/Gather/InstHeader.hlsli

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struct InstVertexIn
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{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
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float4 boneIndex : BONEINDEX;
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float4 boneWeight : BONEWEIGHT;
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//instance Data
//WV MATRIX
float4 wv1 : WV0;
float4 wv2 : WV1;
float4 wv3 : WV2;
float4 wv4 : WV3;
//WVP MATRIX
float4 wvp1 : WVP0;
float4 wvp2 : WVP1;
float4 wvp3 : WVP2;
float4 wvp4 : WVP3;
float3 Tint : TINT;
float3 GlowTint : GTINT;
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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;
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float3 tint : TINT;
float3 gtint : GTINT;
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};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Normal : register(t1);
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SamplerState S1 : register(s0);