43 lines
752 B
HLSL
43 lines
752 B
HLSL
struct VertexIn
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{
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float3 pos : POSITION;
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float2 UV : TEXCOORD;
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float3 normal : NORMAL;
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//float3 tangent : TANGENT;
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//float3 biTangent : BITANGENT;
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//float4 boneIndex : BONEINDEX;
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//float4 boneWeight : BONEWEIGHT;
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};
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struct VertexOut
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{
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float4 pos : SV_POSITION;
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float4 ViewPos : POSITION;
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float2 UV : TEXCOORD;
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float3 normal : NORMAL;
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//float3 tangent : TANGENT;
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//float3 biTangent : BITANGENT;
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};
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struct PixelOut
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{
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float4 DiffuseGlow : SV_TARGET0;
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float4 NormalSpec : SV_TARGET1;
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};
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Texture2D Diffuse : register(t0);
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Texture2D Normal : register(t1);
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SamplerState S1 : register(s0);
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cbuffer PerFrame : register(b0)
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{
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matrix View;
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float4x4 Projection;
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matrix VP;
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}
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cbuffer PerModel : register(b1)
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{
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matrix World;
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} |