Trying to fix everything
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@@ -31,7 +31,7 @@ VertexOutput vert(VertexInput input)
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// Which vertex should be read?
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local_vert_id = local_vert_id == 0 ? 2 : (local_vert_id == 2 ? 0 : 1);
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float3 positionRWS = pParams.currentVertexBuffer[output.triangleID * 3 + local_vert_id];
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float3 positionRWS = pParams.currentVertexBuffer[output.triangleID * 3 + local_vert_id].xyz;
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// Apply the view projection
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output.positionCS = mul(pViewParams.projectionMatrix, mul(pViewParams.viewMatrix, float4(positionRWS, 1.0)));
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@@ -53,26 +53,25 @@ float4 frag(PixelInput input) : SV_Target
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[shader("compute")]
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[numthreads(64, 1, 1)]
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void deform(uint currentID: SV_DispatchThreadID)
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void EvaluateDeformation(uint currentID : SV_DispatchThreadID)
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{
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if(currentID >= pParams.indirectDrawBuffer[9] * 4)
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// This thread doesn't have any work to do, we're done
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if (currentID >= pParams.indirectDrawBuffer[9] * 4)
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return;
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// Extract the bisector ID and the vertexID
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uint bisectorID = currentID / 4;
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uint localVertexID = currentID % 4;
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// Operate the indirection
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bisectorID = pParams.indexedBisectorBuffer[bisectorID];
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// Evaluate the source vertex
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currentID = localVertexID < 3 ? bisectorID * 3 + localVertexID : 3 * pParams.geometry.totalNumElements + bisectorID;
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float3 positionWS = pParams.lebPositionBuffer[currentID];
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float3 positionRWS = positionWS - pViewParams.cameraPosition_WS.xyz;
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// Grab the position that we will be displacing
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float3 positionWS = pParams.lebPositionBuffer[currentID].xyz;
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float3 positionRWS = float3(positionWS - pViewParams.cameraPosition_WS.xyz);
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float3 positionPS = positionWS;
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float3 normalPS = float3(0, 1, 0);
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float2 sampleUV = float2(0, 0);
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pParams.currentVertexBuffer[currentID] = positionRWS;
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}
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pParams.currentVertexBuffer[currentID] = float4(positionRWS, 1);
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}
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