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 Normal : register(t1); SamplerState S1 : register(s0); cbuffer PerFrame : register(b0) { matrix View; float4x4 Projection; matrix VP; } cbuffer PerModel : register(b1) { matrix World; }