#include "Header.hlsli" VertexOut main( VertexIn input ) { VertexOut output; 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,float4(input.pos,1)).xyz * Animated + input.pos * int(1-Animated); input.normal = mul(boneTrans,float4(input.normal,0)).xyz * Animated + input.normal * int(1-Animated); output.pos = mul(WVP, float4(input.pos,1)); output.ViewPos = mul(WV, float4(input.pos,1)); output.normal = mul(WV, float4(input.normal,0)).xyz; output.UV = input.UV; return output; }