forked from Misaki/GhostEngine
Added IShaderCompiler
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@@ -27,8 +27,8 @@ void MSMain(
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out indices uint3 outTris[1])
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{
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// Fetch bindless buffers
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ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[g_PerMaterialData.vertexBufferIndex];
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ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[g_PerMaterialData.indexBufferIndex];
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ByteAddressBuffer vertexBuffer = ResourceDescriptorHeap[g_PerObjectData.vertexBuffer];
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ByteAddressBuffer indexBuffer = ResourceDescriptorHeap[g_PerObjectData.indexBuffer];
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// Compute the triangle’s vertex indices
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uint vertexId = groupThreadID.x;
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@@ -46,6 +46,8 @@ void MSMain(
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SetMeshOutputCounts(3, 1);
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v.position = mul(g_PerViewData.cameraMatrix, mul(g_PerObjectData.localToWorld, v.position));
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// Write vertex output
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outVerts[vertexId].position = v.position;
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outVerts[vertexId].color = v.color;
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