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ApplyDepthOffsetAttribute(depthOffset, input); |
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#endif |
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// We perform the conversion to world of the normalTS outside of the GetSurfaceData |
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// so it allow us to correctly deal with detail normal map and optimize the code for the layered shaders |
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// Caution: surfaceData must be fully initialize before calling GetBuiltinData |
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GetBuiltinData(input, surfaceData, alpha, depthOffset, builtinData); |
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} |
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