2023-10-07 19:29:53 +02:00
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import Common;
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2023-11-08 23:27:21 +01:00
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import VertexData;
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import MaterialParameter;
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struct StaticMeshVertexData : IVertexData
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{
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VertexAttributes getAttributes(uint index)
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{
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VertexAttributes attributes;
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attributes.position_MS = positions[index].xyz;
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#ifndef POS_ONLY
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attributes.normal_MS = normals[index].xyz;
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attributes.tangent_MS = tangents[index].xyz;
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attributes.biTangent_MS = biTangents[index].xyz;
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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attributes.texCoords[i] = texCoords[i][index];
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}
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attributes.vertexColor = color[index].xyz;
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#endif
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return attributes;
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}
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StructuredBuffer<float4> positions;
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StructuredBuffer<float4> normals;
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StructuredBuffer<float4> tangents;
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StructuredBuffer<float4> biTangents;
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StructuredBuffer<float4> color;
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StructuredBuffer<float2> texCoords[MAX_TEXCOORDS];
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};
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