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VaryingsMeshType output; |
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float3 positionWS = TransformObjectToWorld(input.positionOS); |
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float3 normalWS = float3(0.0, 0.0, 0.0); |
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#if defined(ATTRIBUTES_NEED_NORMAL) |
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float3 normalWS = TransformObjectToWorldNormal(input.normalOS); |
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#endif |
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#if (defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(TESSELLATION_ON)) && (SHADERPASS != SHADERPASS_VELOCITY) |
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normalWS = TransformObjectToWorldNormal(input.normalOS); |
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#endif |
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#if defined(VARYINGS_NEED_TANGENT_TO_WORLD) || defined(VARYINGS_DS_NEED_TANGENT) |
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tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); |
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