2013-12-18 20:28:06 +01:00
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#include "GBufferHeader.hlsli"
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VertexOut main( VertexIn input )
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{
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VertexOut output;
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2014-02-04 16:06:59 +01:00
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/*input.pos = (
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(mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x) +
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(mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y) +
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(mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z) +
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(mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w)
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* Animated) + input.pos * int(1-Animated);*/
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input.pos = (
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(mul(BoneAnimation[input.boneIndex.x], input.pos)/* * input.boneWeight.x*/)
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* Animated) + input.pos * int(1-Animated);
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//float4x4 m = matrix(float4(1,0,0,0),float4(0,1,0,0), float4(0,0,1,0), float4(0,0,0,1));
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//input.pos = mul(BoneAnimation[0], float4(input.pos,1));
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//input.pos = mul(m, float4(input.pos,1));
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2014-01-08 07:01:59 +01:00
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output.pos = mul(WVP, float4(input.pos,1));
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2014-01-16 09:30:01 +01:00
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output.normal = mul(WV, float4(input.normal,0)).xyz;
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2013-12-18 20:28:06 +01:00
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output.UV = input.UV;
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return output;
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}
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