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39 lines
897 B
39 lines
897 B
// DYNAMIC: "COMPRESSED_VERTS" "0..1" |
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// DYNAMIC: "SKINNING" "0..1" |
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#include "common_vs_fxc.h" |
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static const bool g_bSkinning = SKINNING ? true : false; |
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const float4 cBaseTexCoordTransform[2] : register( SHADER_SPECIFIC_CONST_0 ); |
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struct VS_INPUT |
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{ |
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float4 vPos : POSITION; |
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float4 vBoneWeights : BLENDWEIGHT; |
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float4 vBoneIndices : BLENDINDICES; |
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float4 vTexCoord0 : TEXCOORD0; |
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}; |
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struct VS_OUTPUT |
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{ |
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float4 projPos : POSITION; |
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float2 baseTexCoord : TEXCOORD0; |
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}; |
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VS_OUTPUT main( const VS_INPUT v ) |
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{ |
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VS_OUTPUT o = ( VS_OUTPUT )0; |
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float3 worldPos; |
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SkinPosition( g_bSkinning, v.vPos, v.vBoneWeights, v.vBoneIndices, worldPos ); |
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float4 projPos = mul( float4( worldPos, 1 ), cViewProj ); |
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o.projPos = projPos; |
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o.baseTexCoord.x = dot( v.vTexCoord0, cBaseTexCoordTransform[0] ); |
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o.baseTexCoord.y = dot( v.vTexCoord0, cBaseTexCoordTransform[1] ); |
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return o; |
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} |
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