44 lines
960 B
HLSL
44 lines
960 B
HLSL
struct Input
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{
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float3 Position : TEXCOORD0;
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float3 Normal : TEXCOORD1;
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float4 Color : TEXCOORD2;
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float2 UV : TEXCOORD3;
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uint Bones : TEXCOORD4;
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uint weights : TEXCOORD5;
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uint Instance : SV_InstanceID;
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};
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struct Output
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{
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float2 TexCoord : TEXCOORD0;
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float4 Position : SV_Position;
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};
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struct Scene
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{
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float4x4 Model;
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};
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StructuredBuffer<Scene> scene: register(t0, space0);
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cbuffer Uniforms : register(b0, space1)
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{
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float4x4 ViewProjection;
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float time;
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};
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Output main(Input input)
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{
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Output output;
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output.TexCoord = input.UV;
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// output.TexCoord[0] += scene[input.Instance].Model[0][0] * 0.0001;
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//output.Position = mul(ViewProjection, float4(input.Position - float3(1 * sin(time + 0.05 * input.Position[0]),0, 1 * cos(time + 0.05 * input.Position[0])), 1.0));
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output.Position = mul(ViewProjection, mul(scene[input.Instance].Model, float4(input.Position, 1.0)));
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return output;
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}
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