44 lines
808 B
HLSL
44 lines
808 B
HLSL
struct InstVertexIn
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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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float4 boneIndex : BONEINDEX;
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float4 boneWeight : BONEWEIGHT;
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//instance Data
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//WV MATRIX
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float4 wv1 : WV0;
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float4 wv2 : WV1;
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float4 wv3 : WV2;
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float4 wv4 : WV3;
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//WVP MATRIX
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float4 wvp1 : WVP0;
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float4 wvp2 : WVP1;
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float4 wvp3 : WVP2;
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float4 wvp4 : WVP3;
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float3 Tint : TINT;
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float3 GlowTint : GTINT;
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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 tint : TINT;
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float3 gtint : GTINT;
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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); |