#include "common.h" #include "skin.h" // Vertex to Pixel struct struct vf { float2 tc0 : TEXCOORD0; float3 v_pos : TEXCOORD1; float3 v_nrm : TEXCOORD2; float4 hpos : SV_Position; }; vf _main (v_model v) { vf o; o.hpos = mul(m_WVP, v.P); // Homogenous position o.tc0 = v.tc.xy; //Texture coordinates o.v_pos = mul(m_WV, v.P).xyz; // Position in view space o.v_nrm = mul(m_WV, v.N).xyz; // Normal in view space return o; } //Skinning #ifdef SKIN_NONE vf main(v_model v) { return _main(v); } #endif #ifdef SKIN_0 vf main(v_model_skinned_0 v) { return _main(skinning_0(v)); } #endif #ifdef SKIN_1 vf main(v_model_skinned_1 v) { return _main(skinning_1(v)); } #endif #ifdef SKIN_2 vf main(v_model_skinned_2 v) { return _main(skinning_2(v)); } #endif #ifdef SKIN_3 vf main(v_model_skinned_3 v) { return _main(skinning_3(v)); } #endif #ifdef SKIN_4 vf main(v_model_skinned_4 v) { return _main(skinning_4(v)); } #endif