Document some shader behaviour

S3DVertexTangents also documents that it's passed as TEXCOORD1 and TEXCOORD2, but easy to miss, so added some comments to the hlsl shader.
Also not all materials work well as base materials.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6452 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2023-02-28 20:21:00 +00:00
parent 538e3ab353
commit b4b28c367c
3 changed files with 14 additions and 4 deletions

View File

@ -19,12 +19,17 @@ struct VS_OUTPUT
float4 Position : POSITION; // vertex position
float4 Diffuse : COLOR0; // vertex diffuse color
float2 TexCoord : TEXCOORD0; // tex coords
// float3 Tangent : TEXCOORD1; // Not used in this example, but additional values can be passed on as tex coords
// float3 Binormal : TEXCOORD2; // Not used in this example, but additional values can be passed on as tex coords
};
VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
in float3 vNormal : NORMAL,
float2 texCoord : TEXCOORD0 )
VS_OUTPUT vertexMain( in float4 vPosition : POSITION
, in float3 vNormal : NORMAL
, float2 texCoord : TEXCOORD0
//,float3 Tangent : TEXCOORD1; // Used for Tangent when working with S3DVertexTangents
//,float3 Binormal : TEXCOORD2; // Used for Binormal when working with S3DVertexTangents
)
{
VS_OUTPUT Output;