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Fixed vertex shader attributes layout for GPU Skinning in the depth pass
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5 changed files with 30 additions and 21 deletions
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@ -32,11 +32,12 @@ uniform float4 rpUser0 : register(c128); //rpFraction
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uniform float4 rpUser1 : register(c129); //rpTargetHue
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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 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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@ -32,9 +32,12 @@ 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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struct VS_IN {
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float4 position : POSITION;
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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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@ -32,11 +32,12 @@ 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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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 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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@ -32,10 +32,12 @@ 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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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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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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@ -32,10 +32,12 @@ 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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struct VS_IN {
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float4 position : POSITION;
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float2 texcoord : TEXCOORD0;
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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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