| 67 | } |
| 68 | |
| 69 | ALResult CreatePositionOnlyWithPerObjectDataVS( Tr2ShaderAL& shader, Tr2PrimaryRenderContextAL& renderContext ) |
| 70 | { |
| 71 | uint8_t bytecode[] = { |
| 72 | #include INCLUDE_SHADER_CODE( PositionOnlyWithPerObjectData.vs ) |
| 73 | }; |
| 74 | |
| 75 | auto input = Tr2ShaderSignatureAL() |
| 76 | .Add( Tr2VertexDefinition::POSITION, 0, 0, Tr2ShaderPipelineInputAL::FLOAT, 3 ) |
| 77 | .Add( Tr2ShaderRegisterAL::CONSTANT_BUFFER, 0 ); |
| 78 | |
| 79 | return shader.Create( VERTEX_SHADER, bytecode, input, "", renderContext ); |
| 80 | } |
| 81 | |
| 82 | ALResult CreateInstancedRenderingVS( Tr2ShaderAL& shader, Tr2PrimaryRenderContextAL& renderContext ) |
| 83 | { |
no test coverage detected