Skip to content
Permalink
Browse files

Samples: Instancing - fix remaining HLSL techniques and merge with Cg

as possible
  • Loading branch information...
paroj committed Apr 18, 2019
1 parent ffd5c98 commit a2629150da43684b8245598861ff20d599cb79e4

This file was deleted.

@@ -10,7 +10,6 @@ struct VS_INPUT
{
float4 Position : POSITION;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
#ifdef BONE_TWO_WEIGHTS
float4 weights : BLENDWEIGHT;
#endif
@@ -44,15 +43,15 @@ struct PS_INPUT

struct VS_OUTPUT
{
float4 Position : SV_POSITION;
float4 Position : POSITION;
PS_INPUT ps;
};

#define SHADOW_BIAS 0
#define LOD 0

#ifdef ST_DUAL_QUATERNION
#include "DualQuaternion_Common.hlsl"
#include "DualQuaternionSkinning_Shadow.cg"
#endif

SamplerState MySampler;
@@ -100,7 +99,7 @@ VS_OUTPUT main_vs( in VS_INPUT input,
//Normalize the resultant dual quaternion
blendDQ /= length(blendDQ[0]);
#endif
worldPos = float4(calculateBlendPosition(input.Position.xyz, blendDQ), 1.0);
worldPos = float4(calculateBlendPosition(input.Position, blendDQ), 1.0);
worldNorm = calculateBlendNormal(input.Normal, blendDQ);
#else
float3x4 worldMatrix;

This file was deleted.

This file was deleted.

0 comments on commit a262915

Please sign in to comment.
You can’t perform that action at this time.