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