Backlog/engine/rend/shaders/vertexShared.hlsli

24 lines
499 B
HLSL

struct Input
{
float3 Position : TEXCOORD0;
float3 Normal : TEXCOORD1;
float4 Color : TEXCOORD2;
float2 UV : TEXCOORD3;
uint Bones : TEXCOORD4;
uint weights : TEXCOORD5;
uint Instance : SV_InstanceID;
};
struct Output
{
float2 TexCoord : TEXCOORD0;
float3 WorldPos : TEXCOORD1;
float3 Normal: TEXCOORD2;
float4 DirectionalShadowFragPos: TEXCOORD3;
uint Instance: TEXCOORD4;
float3 ScreenNormal: TEXCOORD5;
float4 Position : SV_Position;
};