26 lines
341 B
HLSL
26 lines
341 B
HLSL
cbuffer PerFrame : register(b0)
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{
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matrix View;
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float4x4 Projection;
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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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}
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struct VertexOut
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{
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float4 Pos : SV_POSITION;
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float2 UV : TEXCOORD;
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float3 Normal : NORMAL;
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float4 Wpos : POSITION;
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};
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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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};
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