- Fixed glVertexBuffer multiplying count by size of float instead of stride
      * = Fixed TintedTexture for OpenGL
		
	
			
		
			
				
	
	
		
			21 lines
		
	
	
		
			No EOL
		
	
	
		
			425 B
		
	
	
	
		
			HLSL
		
	
	
	
	
	
			
		
		
	
	
			21 lines
		
	
	
		
			No EOL
		
	
	
		
			425 B
		
	
	
	
		
			HLSL
		
	
	
	
	
	
struct VertexOut
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{
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	float2 TexChoord : TEXCOORD;
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	float4 Tint : TINT;
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	float4 Position : SV_Position;
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};
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cbuffer cb_ViewProjection : register(b0)
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{
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	row_major matrix  viewProjection;
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}
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VertexOut main(float4 InPosition : POSITION, float4 InTint : TINT, float2 InTexChoord : TEXCOORD)
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{
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	VertexOut vso;
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	vso.Position = mul(float4(InPosition), viewProjection);
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	vso.Tint = InTint;
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	vso.TexChoord = InTexChoord;
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	return vso;
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} |