UV Texturkoordinaten ergaenzt;
V2 struct fuer UV Koordinaten ergaenzt; git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@16 24008968-59e6-ed4c-a10b-0b2c954b24ab
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@@ -1,17 +1,18 @@
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struct VertexShaderInput {
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// Per Vertex
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float4 pos : VERTEX_POSITION;
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float4 uvst : COORDINATES;
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float2 uv : UV_VERTEX;
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uint vid : SV_VertexID;
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// Per Instance
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float4 pos_size : INSTANCE_POSITION_SIZE;
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uint tile_type : TILE_TYPE;
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float4 uv0uv1 : UV_INSTANCE;
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};
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struct VertexShaderOutput {
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float4 pos : SV_POSITION;
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float4 uvst : COORDINATES;
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float4 uv0uv1 : COORDINATES;
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uint tile_type : TILE_TYPE;
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};
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@@ -46,7 +47,9 @@ VertexShaderOutput main(VertexShaderInput input) {
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//output.pos.xy = mul(pos, input.pos.xyz).xy;
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output.pos.zw = float2(0, 1);
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output.uvst = input.uvst;
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output.uv0uv1.zw = float2(0, 0);
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output.uv0uv1.xy = lerp(input.uv0uv1.xy, input.uv0uv1.zw, input.uv.xy);
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output.tile_type = input.tile_type;
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return output;
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