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@ -32,7 +32,7 @@ cbuffer Uniforms : register(b0, space1)
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Output main(Input input)
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Output main(Input input)
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{
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{
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Output output;
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Output output;
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output.TexCoord = input.TexCoord;
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output.TexCoord = input.UV;
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output.Position = mul(ViewProjection, mul(float4(input.Position, 1.0), scene[input.InstanceIndex].Model));
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output.Position = mul(ViewProjection, mul(float4(input.Position, 1.0), scene[input.InstanceIndex].Model));
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return output;
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return output;
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@ -61,8 +61,8 @@
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},
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},
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{
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{
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"type" : "vec2",
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"type" : "vec2",
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"name" : "in.var.TEXCOORD1",
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"name" : "in.var.TEXCOORD3",
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"location" : 1
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"location" : 3
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}
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}
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],
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],
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"outputs" : [
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"outputs" : [
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@ -28,13 +28,13 @@ struct main0_out
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struct main0_in
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struct main0_in
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{
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{
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float3 in_var_TEXCOORD0 [[attribute(0)]];
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float3 in_var_TEXCOORD0 [[attribute(0)]];
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float2 in_var_TEXCOORD1 [[attribute(1)]];
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float2 in_var_TEXCOORD3 [[attribute(3)]];
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};
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};
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vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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{
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{
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main0_out out = {};
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main0_out out = {};
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out.out_var_TEXCOORD0 = in.in_var_TEXCOORD1;
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out.out_var_TEXCOORD0 = in.in_var_TEXCOORD3;
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out.gl_Position = Uniforms.ViewProjection * (float4(in.in_var_TEXCOORD0, 1.0) * scene._m0[gl_InstanceIndex].Model);
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out.gl_Position = Uniforms.ViewProjection * (float4(in.in_var_TEXCOORD0, 1.0) * scene._m0[gl_InstanceIndex].Model);
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return out;
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return out;
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}
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}
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