ModelFull.hlsli 571 B

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  1. struct VertexInput
  2. {
  3. float3 m_position : POSITION;
  4. float3 m_normal : NORMAL;
  5. float3 m_tangent : TANGENT;
  6. float3 m_bitangent : BITANGENT;
  7. float2 m_uv : UV0;
  8. };
  9. float4 GetVertex_Position(VertexInput input)
  10. {
  11. return float4(input.m_position, 1.0);
  12. }
  13. float3 GetVertex_Normal(VertexInput input)
  14. {
  15. return input.m_normal;
  16. }
  17. float3 GetVertex_Tangent(VertexInput input)
  18. {
  19. return input.m_tangent;
  20. }
  21. float3 GetVertex_Bitangent(VertexInput input)
  22. {
  23. return input.m_bitangent;
  24. }
  25. float2 GetVertex_UV(VertexInput input)
  26. {
  27. return input.m_uv;
  28. }