Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader

#3044 #2667
This commit is contained in:
Wojtek Figat
2024-12-15 22:10:45 +01:00
parent 666efb7675
commit b3f37ca041
66 changed files with 786 additions and 579 deletions

View File

@@ -16,30 +16,22 @@ META_CB_END
// Vertex Shader for screen space quad rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
Quad_VS2PS VS(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
Quad_VS2PS output;
output.Position = float4(Position, 0, 1);
output.TexCoord = TexCoord;
return output;
}
// Vertex Shader function for postFx materials rendering
META_VS(true, FEATURE_LEVEL_ES2)
META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
MaterialVertexOutput VS_PostFx(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
{
MaterialVertexOutput output;
output.Position = float4(Position, 0, 1);
output.WorldPosition = output.Position.xyz;
output.TexCoord = TexCoord;
return output;
}