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