Extending position only support
This commit is contained in:
@@ -8,7 +8,6 @@ struct PrimitiveAttributes
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#ifdef VISIBILITY
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uint32_t prim : SV_PrimitiveID;
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#endif
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bool cull: SV_CullPrimitive;
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};
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[numthreads(MESH_GROUP_SIZE, 1, 1)]
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@@ -38,9 +37,8 @@ void meshMain(
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uint local_idx1 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 1];
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uint local_idx2 = pScene.primitiveIndices[m.primitiveOffset + (p * 3) + 2];
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indices[p] = uint3(local_idx0, local_idx1, local_idx2);
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prim[p].cull = !cull.triangleCulled(p);
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#ifdef VISIBILITY
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prim[p].prim = encodePrimitive(p, meshletId);
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prim[p].prim = encodePrimitive(meshletId);
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#endif
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}
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}
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@@ -49,11 +47,7 @@ void meshMain(
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uint v = min(i, m.vertexCount - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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#ifdef POS_ONLY
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VertexAttributes attr = pVertexData.getPosition(m.indicesOffset + vertexIndex);
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#else
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
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#endif
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vertices[v] = attr.getParameter(inst.transformMatrix);
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}
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}
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@@ -52,7 +52,7 @@ void taskMain(
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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// if any triangle was visible last frame, it was drawn by the cached pass already
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if(!culling.anyVisible())
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if(!culling.wasVisible())
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{
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// if the meshlet is outside of the frustum, we skip it since we cant do depth culling anyways
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if(meshlet.bounding.insideFrustum(viewFrustum))
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@@ -40,7 +40,7 @@ void meshMain(
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indices[p] = uint3(local_idx0, local_idx1, local_idx2);
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prim[p].cull = false;//cull.triangleCulled(p);
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#ifdef VISIBILITY
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prim[p].prim = encodePrimitive(p, meshletId);
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prim[p].prim = encodePrimitive(meshletId);
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#endif
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}
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}
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@@ -49,11 +49,7 @@ void meshMain(
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uint v = min(i, m.vertexCount - 1);
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{
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uint vertexIndex = pScene.vertexIndices[m.vertexOffset + v];
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#ifdef POS_ONLY
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VertexAttributes attr = pVertexData.getPosition(m.indicesOffset + vertexIndex);
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#else
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VertexAttributes attr = pVertexData.getAttributes(m.indicesOffset + vertexIndex);
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#endif
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vertices[v] = attr.getParameter(inst.transformMatrix);
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}
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}
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@@ -27,7 +27,8 @@ void taskMain(
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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#ifdef DEPTH_CULLING
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if(culling.anyVisible())
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// if depth culling is disabled, we draw the whole scene as if cached
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if(culling.wasVisible())
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#endif
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{
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uint index;
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@@ -4,7 +4,7 @@ import Scene;
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struct VisibilityCullingData
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{
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Texture2D<uint> visibilityTexture;
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globallycoherent RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
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RWStructuredBuffer<MeshletCullingInfo> cullingInfos;
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};
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ParameterBlock<VisibilityCullingData> pVisibilityParams;
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@@ -15,9 +15,6 @@ void computeMain(
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){
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int3 texCoords = int3(dispatchThreadID.xy, 0);
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uint encoded = pVisibilityParams.visibilityTexture.Load(texCoords).r;
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uint2 decoded = decodePrimitive(encoded);
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uint arrIdx = decoded.x / 32;
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uint bit = decoded.x % 32;
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uint32_t orig;
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InterlockedOr(pVisibilityParams.cullingInfos[decoded.y].visible[arrIdx], (1 << bit), orig);
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uint meshletId = decodePrimitive(encoded);
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pVisibilityParams.cullingInfos[meshletId].visible = 1;
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}
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@@ -20,6 +20,7 @@ struct LightingParameter
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struct FragmentParameter
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{
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float4 position_CS : SV_Position;
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#ifndef POS_ONLY
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float3 cameraPos_WS: POSITION0;
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float3 normal_WS : NORMAL0;
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float3 tangent_WS : TANGENT0;
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@@ -47,6 +48,7 @@ struct FragmentParameter
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result.normal_WS = normal_WS;
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return result;
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}
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#endif
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};
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// data passed to visibility render
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@@ -60,11 +62,13 @@ struct VisibilityParameter
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struct VertexAttributes
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{
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float3 position_MS;
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#ifndef POS_ONLY
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float3 normal_MS;
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float3 tangent_MS;
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float3 biTangent_MS;
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float3 vertexColor;
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float2 texCoords[MAX_TEXCOORDS];
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#endif
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FragmentParameter getParameter(float4x4 transformMatrix)
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{
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float4 modelPos = float4(position_MS, 1);
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@@ -73,6 +77,7 @@ struct VertexAttributes
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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FragmentParameter result;
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result.position_CS = clipPos;
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#ifndef POS_ONLY
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float3x3 normalMatrix = float3x3(transformMatrix);
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float3 T = mul(normalMatrix, tangent_MS);
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float3 N = mul(normalMatrix, normal_MS);
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@@ -87,6 +92,7 @@ struct VertexAttributes
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{
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result.texCoords[i] = texCoords[i];
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}
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#endif
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return result;
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}
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};
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@@ -34,26 +34,10 @@ struct InstanceData
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struct MeshletCullingInfo
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{
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uint32_t visible[MAX_PRIMITIVES / 32];
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// lookup if a specific triangle is visible
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bool triangleVisible(uint32_t primIndex)
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uint32_t visible;
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bool wasVisible()
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{
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uint32_t arrIdx = primIndex / 32;
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uint32_t cullIdx = primIndex % 32;
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return (visible[arrIdx] & (1 << cullIdx)) != 0;
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}
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bool triangleCulled(uint32_t primIndex)
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{
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return !triangleVisible(primIndex);
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}
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bool anyVisible()
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{
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uint result = 0;
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for(uint i = 0; i < MAX_PRIMITIVES / 32; ++i)
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{
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result |= visible[i];
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}
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return result != 0;
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return bool(visible);
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}
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};
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@@ -80,17 +64,14 @@ struct Scene
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layout(set=2)
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ParameterBlock<Scene> pScene;
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uint32_t encodePrimitive(uint32_t primitiveId, uint32_t meshletId)
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uint32_t encodePrimitive(uint32_t meshletId)
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{
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return primitiveId + (meshletId * uint(MAX_PRIMITIVES));
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return meshletId;
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}
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uint2 decodePrimitive(uint32_t encoded)
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uint decodePrimitive(uint32_t encoded)
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{
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uint prim = uint(encoded % MAX_PRIMITIVES);
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encoded = encoded / MAX_PRIMITIVES;
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uint meshletId = uint(encoded);
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return uint2(prim, meshletId);
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return encoded;
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}
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struct MeshPayload
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@@ -8,6 +8,7 @@ struct StaticMeshVertexData : IVertexData
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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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@@ -16,14 +17,9 @@ struct StaticMeshVertexData : IVertexData
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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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VertexAttributes getPosition(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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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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@@ -9,7 +9,6 @@ struct VertexInput
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interface IVertexData
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{
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VertexAttributes getAttributes(uint index);
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VertexAttributes getPosition(uint index);
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};
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layout(set=1)
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