#include "GBufferHeader.hlsli" VertexOut main( VertexIn input ) { VertexOut output; float3 offsetX = input.pos - BindPoseData[input.boneIndex.x][3].xyz; float3 offsetY = input.pos - BindPoseData[input.boneIndex.y][3].xyz; float3 offsetZ = input.pos - BindPoseData[input.boneIndex.z][3].xyz; float3 offsetW = input.pos - BindPoseData[input.boneIndex.w][3].xyz; Matrix boneTrans = AnimatedData[input.boneIndex.x]*input.boneWeight.x + AnimatedData[input.boneIndex.y]*input.boneWeight.y + AnimatedData[input.boneIndex.z]*input.boneWeight.z + AnimatedData[input.boneIndex.w]*input.boneWeight.w; input.pos = mul(boneTrans,input.pos) * Animated + input.pos * int(1-Animated); input.normal = mul(boneTrans,input.normal) * Animated + input.normal * int(1-Animated); /*input.pos = (mul(BoneAnimation[input.boneIndex.x], input.pos) * input.boneWeight.x * Animated) + (mul(BoneAnimation[input.boneIndex.y], input.pos) * input.boneWeight.y * Animated) + (mul(BoneAnimation[input.boneIndex.z], input.pos) * input.boneWeight.z * Animated) + (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) * 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; }