Danbias/Code/OysterGraphics/Shader/HLSL/Deffered Shaders/GBufferHeader.hlsli

46 lines
822 B
HLSL

struct VertexIn
{
float3 pos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
float3 tangent : TANGENT;
float3 biTangent : BITANGENT;
int4 boneIndex : BONEINDEX;
float4 boneWeight : BONEWEIGHT;
};
struct VertexOut
{
float4 pos : SV_POSITION;
//float4 ViewPos : POSITION;
float2 UV : TEXCOORD;
float3 normal : NORMAL;
//float3 tangent : TANGENT;
//float3 biTangent : BITANGENT;
};
struct PixelOut
{
float4 DiffuseGlow : SV_TARGET0;
float4 NormalSpec : SV_TARGET1;
};
Texture2D Diffuse : register(t0);
Texture2D Normal : register(t1);
SamplerState S1 : register(s0);
cbuffer Animation : register(b0)
{
float4x4 AnimatedData[100];
float4x4 BindPoseData[100];
float4x4 RotationData[100];
int Animated;
float3 Pad;
}
cbuffer PerModel : register(b1)
{
matrix WV;
matrix WVP;
}