Refactor Vertex Shader input vertex layout to use GPUVertexLayout defined on Vertex Buffer rather than Vertex Shader
#3044 #2667
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@@ -16,30 +16,22 @@ META_CB_END
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// Vertex Shader for screen space quad rendering
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META_VS(true, FEATURE_LEVEL_ES2)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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Quad_VS2PS VS(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
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{
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Quad_VS2PS output;
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output.Position = float4(Position, 0, 1);
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output.TexCoord = TexCoord;
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return output;
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}
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// Vertex Shader function for postFx materials rendering
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META_VS(true, FEATURE_LEVEL_ES2)
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META_VS_IN_ELEMENT(POSITION, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true)
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MaterialVertexOutput VS_PostFx(float2 Position : POSITION0, float2 TexCoord : TEXCOORD0)
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{
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MaterialVertexOutput output;
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output.Position = float4(Position, 0, 1);
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output.WorldPosition = output.Position.xyz;
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output.TexCoord = TexCoord;
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return output;
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}
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