diff --git a/HPL2/resource/solid_z.vert.fsl b/HPL2/resource/solid_z.vert.fsl index 9bf8213ef..3c7e39f07 100644 --- a/HPL2/resource/solid_z.vert.fsl +++ b/HPL2/resource/solid_z.vert.fsl @@ -5,19 +5,11 @@ STRUCT(VSInput) { DATA(float3, Position, POSITION); - // DATA(float2, TexCoord, TEXCOORD0); - // DATA(float3, Normal, NORMAL); - // DATA(float3, Tangent, TANGENT); }; STRUCT(VSOutput) { DATA(float4, Position, SV_Position); - // DATA(float3, pos, POSITION); - // DATA(float2, uv, TEXCOORD0); - // DATA(float3, normal, NORMAL); - // DATA(float3, tangent, TANGENT); - // DATA(float3, bitangent, BITANGENT); }; VSOutput VS_MAIN(VSInput In) @@ -28,14 +20,7 @@ VSOutput VS_MAIN(VSInput In) float4x4 modelView = mul(Get(viewMat), Get(uniformObjectBuffer)[Get(objectId)].modelMat); float4x4 modelViewPrj = mul(Get(projMat), modelView); -// Out.uv = mul(Get(uniformObjectBuffer)[Get(objectId)].uvMat, float4(In.TexCoord, 0, 1.0)).xy; Out.Position = mul(modelViewPrj , float4(In.Position.xyz, 1.0)); - // Out.pos = mul(modelView, float4(In.Position.xyz, 1.0)).xyz; - - // float3x3 normalMat = ToNormalMat(Get(uniformObjectBuffer)[Get(objectId)].invModelMat, Get(invViewMat)); - // Out.normal = normalize(mul(normalMat, In.Normal.xyz)); - // Out.tangent = normalize(mul(normalMat, In.Tangent.xyz)); - // Out.bitangent = normalize(mul(normalMat, cross(In.Tangent.xyz, In.Normal.xyz))); RETURN(Out); } diff --git a/HPL2/resource/solid_z_shadow.vert.fsl b/HPL2/resource/solid_z_shadow.vert.fsl index c95ad3249..b480e68e3 100644 --- a/HPL2/resource/solid_z_shadow.vert.fsl +++ b/HPL2/resource/solid_z_shadow.vert.fsl @@ -12,6 +12,7 @@ STRUCT(VSOutput) { DATA(float4, Position, SV_Position); DATA(float3, pos, POSITION); + DATA(float2, uv, TEXCOORD0); }; VSOutput VS_MAIN(VSInput In)