compressing normal space to qtangents
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@@ -14,9 +14,9 @@ struct StaticMeshVertexData
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VertexAttributes attributes;
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attributes.position_MS = float3(positions[index * 3 + 0], positions[index * 3 + 1], positions[index * 3 + 2]);
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#ifndef POS_ONLY
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attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
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attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
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attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);
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attributes.qTangent = qTangent[index];
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//attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
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//attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1]));
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@@ -26,9 +26,9 @@ struct StaticMeshVertexData
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return attributes;
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}
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StructuredBuffer<float> positions;
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StructuredBuffer<float> normals;
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StructuredBuffer<float> tangents;
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StructuredBuffer<float> biTangents;
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StructuredBuffer<float4> qTangent;
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//StructuredBuffer<float> tangents;
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//StructuredBuffer<float> biTangents;
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StructuredBuffer<uint16_t> color;
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StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
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};
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