// Copyright Epic Games, Inc. All Rights Reserved. uint {DataInterfaceName}_NumVertices; Buffer {DataInterfaceName}_MorphBuffer; uint ReadNumVertices_{DataInterfaceName}() { return {DataInterfaceName}_NumVertices; } float3 ReadDeltaPosition_{DataInterfaceName}(uint VertexIndex) { #if ENABLE_DEFORMER_MORPHTARGET uint BufferIndex = (VertexIndex) * 6; return float3({DataInterfaceName}_MorphBuffer[BufferIndex], {DataInterfaceName}_MorphBuffer[BufferIndex + 1], {DataInterfaceName}_MorphBuffer[BufferIndex + 2]); #else return float3(0, 0, 0); #endif } float3 ReadDeltaNormal_{DataInterfaceName}(uint VertexIndex) { #if ENABLE_DEFORMER_MORPHTARGET uint BufferIndex = (VertexIndex) * 6; return float3({DataInterfaceName}_MorphBuffer[BufferIndex + 3], {DataInterfaceName}_MorphBuffer[BufferIndex + 4], {DataInterfaceName}_MorphBuffer[BufferIndex + 5]); #else return float3(0, 0, 0); #endif }