Fixed vertex shader attributes layout for GPU Skinning in the depth pass

This commit is contained in:
Robert Beckebans 2019-10-31 16:42:24 +01:00
parent a9c2e316b6
commit e692c5f8f4
5 changed files with 30 additions and 21 deletions

View file

@ -32,11 +32,12 @@ uniform float4 rpUser0 : register(c128); //rpFraction
uniform float4 rpUser1 : register(c129); //rpTargetHue
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

@ -32,9 +32,12 @@ If you have questions concerning this license or the applicable additional terms
uniform matrices_ubo { float4 matrices[408]; };
struct VS_IN {
float4 position : POSITION;
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

@ -32,11 +32,12 @@ If you have questions concerning this license or the applicable additional terms
uniform matrices_ubo { float4 matrices[408]; };
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
float4 normal : NORMAL;
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

@ -32,10 +32,12 @@ If you have questions concerning this license or the applicable additional terms
uniform matrices_ubo { float4 matrices[408]; };
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
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

@ -32,10 +32,12 @@ If you have questions concerning this license or the applicable additional terms
uniform matrices_ubo { float4 matrices[408]; };
struct VS_IN {
float4 position : POSITION;
float2 texcoord : TEXCOORD0;
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 {