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Seele/res/shaders/lib/StaticMeshVertexData.slang
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import Common;
import VertexData;
import MaterialParameter;
struct StaticMeshVertexData : IVertexData
{
VertexAttributes getAttributes(uint index)
{
VertexAttributes attributes;
attributes.position_MS = float3(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2]);
attributes.normal_MS = float3(normals[3 * index + 0], normals[3 * index + 1], normals[3 * index + 2]);
attributes.tangent_MS = float3(tangents[3 * index + 0], tangents[3 * index + 1], tangents[3 * index + 2]);
attributes.biTangent_MS = float3(biTangents[3 * index + 0], biTangents[3 * index + 1], biTangents[3 * index + 2]);
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
{
attributes.texCoords[i] = float2(texCoords[i][2 * index + 0], texCoords[i][2 * index + 1]);
}
attributes.vertexColor = float3(color[3 * index + 0], color[3 * index + 1], color[3 * index + 2]);
return attributes;
}
VertexAttributes getPosition(uint index)
{
VertexAttributes attributes;
attributes.position_MS = float3(positions[3 * index + 0], positions[3 * index + 1], positions[3 * index + 2]);
return attributes;
}
StructuredBuffer<float> positions;
StructuredBuffer<float> normals;
StructuredBuffer<float> tangents;
StructuredBuffer<float> biTangents;
StructuredBuffer<float> color;
StructuredBuffer<float> texCoords[MAX_TEXCOORDS];
};