Made sure that struct VS_IN has the same signature for all idDrawVert shaders

This commit is contained in:
Robert Beckebans 2022-09-23 18:04:59 +02:00
parent 4c85798e67
commit 620a1616ed
53 changed files with 384 additions and 309 deletions

View file

@ -2090,7 +2090,7 @@ idRenderBackend::idRenderBackend()
glConfig.gpuSkinningAvailable = true;
glConfig.uniformBufferOffsetAlignment = 256;
glConfig.timerQueryAvailable = true;
glConfig.timerQueryAvailable = false;
}
/*

View file

@ -31,12 +31,14 @@ 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 {

View file

@ -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 {

View file

@ -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 {

View file

@ -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;
float2 texcoord0 : TEXCOORD0_centroid;
};

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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 {

View file

@ -30,9 +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;
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT {

View file

@ -42,7 +42,7 @@ Texture2D t_t1 : register( t0 );
SamplerState LinearSampler : register( s0 );
struct PS_IN {
vec4 texcoord0 : TEXCOORD0_centroid;
float2 texcoord0 : TEXCOORD0_centroid;
};
struct PS_OUT {

View file

@ -30,14 +30,19 @@ If you have questions concerning this license or the applicable additional terms
// *INDENT-OFF*
struct VS_IN {
float4 position : POSITION;
float4 texcoord : TEXCOORD0;
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT {
float4 position : POSITION;
float4 texcoord0: TEXCOORD0; // 0 to 1 box
float2 texcoord0: TEXCOORD0; // 0 to 1 box
};
// *INDENT-ON*

View file

@ -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 {

View file

@ -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

View file

@ -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

View file

@ -35,14 +35,12 @@ StructuredBuffer<float4> matrices : register(t11);
struct VS_IN
{
float4 position : POSITION;
#if USE_GPU_SKINNING
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
#endif
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT

View file

@ -36,14 +36,12 @@ StructuredBuffer<float4> matrices: register(t11);
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
#if USE_GPU_SKINNING
float4 color2 : COLOR1;
#endif
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT

View file

@ -36,14 +36,12 @@ StructuredBuffer<float4> matrices: register(t11);
struct VS_IN
{
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
#if USE_GPU_SKINNING
float4 color2 : COLOR1;
#endif
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT

View file

@ -36,12 +36,12 @@ 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

View file

@ -35,14 +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;
#if USE_GPU_SKINNING
float4 color2 : COLOR1;
#endif
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT

View file

@ -32,16 +32,18 @@ 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 : POSITION;
float2 texcoord0 : TEXCOORD0;
float3 texcoord1 : TEXCOORD1;

View file

@ -35,12 +35,12 @@ StructuredBuffer<float4> matrices : register(t11);
struct VS_IN
{
float4 position : POSITION;
float4 normal : NORMAL;
float4 color : COLOR0;
#if USE_GPU_SKINNING
float4 color2 : COLOR1;
#endif
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
float4 tangent : TANGENT;
float4 color : COLOR0;
float4 color2 : COLOR1;
};
struct VS_OUT

View file

@ -33,13 +33,14 @@ 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 {

View file

@ -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 {

View file

@ -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;

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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;

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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 {

View file

@ -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 {

View file

@ -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

View file

@ -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 {

View file

@ -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 {

View file

@ -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 {

View file

@ -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 {

View file

@ -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;

View file

@ -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;

View file

@ -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

View file

@ -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;

View file

@ -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;

View file

@ -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;

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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

View file

@ -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