#include "GBufferHeader.hlsli" VertexOut main( VertexIn input ) { VertexOut output; /*input.pos = ( (mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x) + (mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y) + (mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z) + (mul(BoneAnimation[input.boneIndex.w], input.pos) * input.boneWeight.w) * Animated) + input.pos * int(1-Animated);*/ input.pos = ( (mul(BoneAnimation[input.boneIndex.x], input.pos)/* * input.boneWeight.x*/) * Animated) + input.pos * int(1-Animated); //float4x4 m = matrix(float4(1,0,0,0),float4(0,1,0,0), float4(0,0,1,0), float4(0,0,0,1)); //input.pos = mul(BoneAnimation[0], float4(input.pos,1)); //input.pos = mul(m, float4(input.pos,1)); output.pos = mul(WVP, float4(input.pos,1)); output.normal = mul(WV, float4(input.normal,0)).xyz; output.UV = input.UV; return output; }