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Seele/res/shaders/lib/StaticMeshVertexData.slang
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import Common;
import VertexData;
import MaterialParameter;
import Scene;
struct StaticMeshVertexData
{
float uint16ToFloat(uint16_t value)
{
return value / 65535.0f;
}
VertexAttributes getAttributes(uint index)
{
VertexAttributes attributes;
attributes.position_MS = float3(pScene.positions[index * 3 + 0], pScene.positions[index * 3 + 1], pScene.positions[index * 3 + 2]);
#ifndef POS_ONLY
//attributes.qTangent = qTangent[index];
attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);;
for(uint i = 0; i < MAX_TEXCOORDS; ++i)
{
attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1]));
}
attributes.vertexColor = float3(uint16ToFloat(color[index * 3 + 0]), uint16ToFloat(color[index * 3 + 1]) , uint16ToFloat(color[index * 3 + 2]));
#endif
return attributes;
}
//StructuredBuffer<float> qTangents;
StructuredBuffer<float> normals;
StructuredBuffer<float> tangents;
StructuredBuffer<float> biTangents;
StructuredBuffer<uint16_t> color;
StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
};
ParameterBlock<StaticMeshVertexData> pVertexData;