Animation WIP merge #321
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@ -214,10 +214,10 @@ namespace SHADE
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_2D) }); // UVs at binding 1
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Normals at binding 2
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) }); // Tangents at binding 3
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defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots)
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defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
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defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Instanced bone indices at index 9
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defaultVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Instanced bone weights at index 10
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defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::MAT_4D) }); // Transform at binding 4 - 7 (4 slots)
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defaultVertexInputState.AddBinding(true , true , { SHVertexAttribute(SHAttribFormat::UINT32_2D) }); // Instanced integer data at index 8
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }); // Attribute bone indices at index 9
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defaultVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }); // Attribute bone weights at index 10
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}
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void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
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