struct VertexInput { float3 m_position : POSITION; float3 m_normal : NORMAL; float3 m_tangent : TANGENT; float3 m_bitangent : BITANGENT; float2 m_uv : UV0; }; float4 GetVertex_Position(VertexInput input) { return float4(input.m_position, 1.0); } float3 GetVertex_Normal(VertexInput input) { return input.m_normal; } float3 GetVertex_Tangent(VertexInput input) { return input.m_tangent; } float3 GetVertex_Bitangent(VertexInput input) { return input.m_bitangent; } float2 GetVertex_UV(VertexInput input) { return input.m_uv; }