Lots of shader changes, basic primitive writing
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@@ -22,14 +22,6 @@ struct StaticMeshVertexData : IVertexData
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{
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VertexAttributes attributes;
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attributes.position_MS = float3(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2]);
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attributes.normal_MS = float3(0, 0, 0);
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attributes.tangent_MS = float3(0, 0, 0);
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attributes.biTangent_MS = float3(0, 0, 0);
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for (uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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attributes.texCoords[i] = float2(0, 0);
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}
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attributes.vertexColor = float3(0, 0, 0);
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return attributes;
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}
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StructuredBuffer<float> positions;
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