//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- // The purpose of this file is to get all of our HLSL structures into one place. // Please use the structures here instead of redefining input and output structures // in each shader file. If structures are added, please adhere to the naming convention. //------------------------------------------------------------------------------ // Vertex Input Structures // // These structures map to FVFs/Vertex Declarations in Torque. See gfxStructs.h //------------------------------------------------------------------------------ // Notes // // Position should be specified as a float4. Right now our vertex structures in // the engine output float3s for position. This does NOT mean that the POSITION // binding should be float3, because it will assign 0 to the w coordinate, which // results in the vertex not getting translated when it is transformed. struct VertexIn_P { float4 pos : POSITION; }; struct VertexIn_PT { float4 pos : POSITION; float2 uv0 : TEXCOORD0; }; struct VertexIn_PTTT { float4 pos : POSITION; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float2 uv2 : TEXCOORD2; }; struct VertexIn_PC { float4 pos : POSITION; float4 color : DIFFUSE; }; struct VertexIn_PNC { float4 pos : POSITION; float3 normal : NORMAL; float4 color : DIFFUSE; }; struct VertexIn_PCT { float4 pos : POSITION; float4 color : DIFFUSE; float2 uv0 : TEXCOORD0; }; struct VertexIn_PN { float4 pos : POSITION; float3 normal : NORMAL; }; struct VertexIn_PNT { float4 pos : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; }; struct VertexIn_PNTT { float4 pos : POSITION; float3 normal : NORMAL; float3 tangent : TANGENT; float2 uv0 : TEXCOORD0; }; struct VertexIn_PNCT { float4 pos : POSITION; float3 normal : NORMAL; float4 color : DIFFUSE; float2 uv0 : TEXCOORD0; }; struct VertexIn_PNTTTB { float4 pos : POSITION; float3 normal : NORMAL; float2 uv0 : TEXCOORD0; float2 uv1 : TEXCOORD1; float3 T : TEXCOORD2; float3 B : TEXCOORD3; };