mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 06:34:10 +00:00
Made sure that struct VS_IN has the same signature for all idDrawVert shaders
This commit is contained in:
parent
4c85798e67
commit
620a1616ed
53 changed files with 384 additions and 309 deletions
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@ -2090,7 +2090,7 @@ idRenderBackend::idRenderBackend()
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glConfig.gpuSkinningAvailable = true;
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glConfig.uniformBufferOffsetAlignment = 256;
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glConfig.timerQueryAvailable = true;
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glConfig.timerQueryAvailable = false;
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}
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/*
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@ -31,12 +31,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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@ -30,15 +30,18 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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struct VS_OUT
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{
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float4 position : SV_Position;
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float2 texcoord0 : TEXCOORD0_centroid;
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};
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@ -30,10 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -30,10 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -30,10 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -30,10 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -30,10 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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@ -30,9 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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@ -42,7 +42,7 @@ Texture2D t_t1 : register( t0 );
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SamplerState LinearSampler : register( s0 );
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struct PS_IN {
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vec4 texcoord0 : TEXCOORD0_centroid;
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float2 texcoord0 : TEXCOORD0_centroid;
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};
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struct PS_OUT {
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@ -30,14 +30,19 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float4 texcoord : TEXCOORD0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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float4 position : POSITION;
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float4 texcoord0: TEXCOORD0; // 0 to 1 box
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float2 texcoord0: TEXCOORD0; // 0 to 1 box
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};
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// *INDENT-ON*
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@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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@ -35,14 +35,14 @@ If you have questions concerning this license or the applicable additional terms
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StructuredBuffer<float4> matrices: register(t11);
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#endif
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struct VS_IN
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -35,14 +35,14 @@ If you have questions concerning this license or the applicable additional terms
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StructuredBuffer<float4> matrices: register(t11);
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#endif
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struct VS_IN
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -35,14 +35,12 @@ StructuredBuffer<float4> matrices : register(t11);
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struct VS_IN
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{
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float4 position : POSITION;
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#if USE_GPU_SKINNING
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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#endif
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -36,14 +36,12 @@ StructuredBuffer<float4> matrices: register(t11);
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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#if USE_GPU_SKINNING
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float4 color2 : COLOR1;
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#endif
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -36,14 +36,12 @@ StructuredBuffer<float4> matrices: register(t11);
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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#if USE_GPU_SKINNING
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float4 color2 : COLOR1;
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#endif
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -36,12 +36,12 @@ StructuredBuffer<float4> matrices : register( t11 );
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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#if USE_GPU_SKINNING
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float4 color2 : COLOR1;
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#endif
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -32,16 +32,18 @@ If you have questions concerning this license or the applicable additional terms
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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struct VS_OUT
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{
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float4 position : POSITION;
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float2 texcoord0 : TEXCOORD0;
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float3 texcoord1 : TEXCOORD1;
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@ -35,12 +35,12 @@ StructuredBuffer<float4> matrices : register(t11);
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struct VS_IN
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{
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float4 position : POSITION;
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float4 normal : NORMAL;
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float4 color : COLOR0;
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#if USE_GPU_SKINNING
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float4 color2 : COLOR1;
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#endif
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT
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@ -33,13 +33,14 @@ If you have questions concerning this license or the applicable additional terms
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uniform matrices_ubo { float4 matrices[408]; };
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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float4 color2 : COLOR1;
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};
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struct VS_OUT {
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@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
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|||
|
||||
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// *INDENT-OFF*
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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
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float4 tangent : TANGENT;
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float4 color : COLOR0;
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struct VS_IN
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{
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
|
|
|
@ -30,15 +30,18 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
struct VS_OUT
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float3 texcoord0 : TEXCOORD0_centroid;
|
||||
float4 color : COLOR0;
|
||||
|
|
|
@ -36,14 +36,14 @@ StructuredBuffer<float4> matrices: register(t11);
|
|||
#endif
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -35,14 +35,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
StructuredBuffer<float4> matrices: register(t11);
|
||||
#endif
|
||||
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -34,14 +34,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
StructuredBuffer<float4> matrices: register(t11);
|
||||
#endif
|
||||
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -35,12 +35,12 @@ StructuredBuffer<float4> matrices: register(t11);
|
|||
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -34,10 +34,10 @@ If you have questions concerning this license or the applicable additional terms
|
|||
StructuredBuffer<float4> matrices: register(t11);
|
||||
#endif
|
||||
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
|
|
|
@ -36,13 +36,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "SMAA.inc.hlsl"
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -36,13 +36,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "SMAA.inc.hlsl"
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -36,13 +36,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
#include "SMAA.inc.hlsl"
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
|
|
|
@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
|
|
|
@ -30,10 +30,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
|
|
|
@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
|
|
|
@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
|
|
|
@ -30,12 +30,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
|
|
|
@ -33,16 +33,18 @@ If you have questions concerning this license or the applicable additional terms
|
|||
uniform matrices_ubo { float4 matrices[408]; };
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
struct VS_OUT
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord0 : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
|
|
|
@ -30,15 +30,18 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
|
||||
// *INDENT-OFF*
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
struct VS_OUT
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float4 texcoord0 : TEXCOORD0;
|
||||
float4 color : COLOR0;
|
||||
|
|
|
@ -33,12 +33,12 @@ If you have questions concerning this license or the applicable additional terms
|
|||
// *INDENT-OFF*
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -31,16 +31,18 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
// *INDENT-OFF*
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
struct VS_OUT
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 color : COLOR0;
|
||||
float3 texcoord0 : TEXCOORD0_centroid;
|
||||
|
|
|
@ -33,15 +33,18 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
// *INDENT-OFF*
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
struct VS_OUT
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 color : COLOR;
|
||||
|
|
|
@ -31,15 +31,18 @@ If you have questions concerning this license or the applicable additional terms
|
|||
|
||||
// *INDENT-OFF*
|
||||
|
||||
struct VS_IN {
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT {
|
||||
struct VS_OUT
|
||||
{
|
||||
float4 position : SV_Position;
|
||||
float4 texcoord0 : TEXCOORD0_centroid;
|
||||
float4 texcoord1 : TEXCOORD1_centroid;
|
||||
|
|
|
@ -39,12 +39,12 @@ StructuredBuffer<float4> matrices : register(t11);
|
|||
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -35,14 +35,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
StructuredBuffer<float4> matrices : register(t11);
|
||||
#endif
|
||||
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -39,12 +39,12 @@ StructuredBuffer<float4> matrices : register(t11);
|
|||
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -33,14 +33,14 @@ If you have questions concerning this license or the applicable additional terms
|
|||
StructuredBuffer<float4> matrices : register(t11);
|
||||
#endif
|
||||
|
||||
struct VS_IN
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
|
@ -35,12 +35,12 @@ StructuredBuffer<float4> matrices : register(t11);
|
|||
|
||||
struct VS_IN
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
float4 position : POSITION;
|
||||
float2 texcoord : TEXCOORD0;
|
||||
float4 normal : NORMAL;
|
||||
float4 tangent : TANGENT;
|
||||
float4 color : COLOR0;
|
||||
float4 color2 : COLOR1;
|
||||
};
|
||||
|
||||
struct VS_OUT
|
||||
|
|
Loading…
Reference in a new issue