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62_CAD/shaders/main_pipeline/vertex_shader.hlsl

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@@ -89,7 +89,8 @@ PSInput main(uint vertexID : SV_VertexID)
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{
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// TODO[Przemek]: Disable Everything here and do your own thing as we already discussed, but let's have the same PSInput data passed to fragment.
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// your programmable pulling will use the baseVertexBufferAddress BDA address and `vertexID` to RawBufferLoad it's vertex.
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// Later, most likely We will require pulling all 3 vertices of the triangle, that's where you need to know which triangle you're currently on, and instead of objectID = vertexID/4 which we currently do, you will do vertexID/3 and pull all 3 of it's vertices.
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// ~~Later, most likely We will require pulling all 3 vertices of the triangle, that's where you need to know which triangle you're currently on, and instead of objectID = vertexID/4 which we currently do, you will do vertexID/3 and pull all 3 of it's vertices.~~
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// Ok, brainfart, a vertex can belong to multiple triangles, I was thinking of AA but triangles share vertices, nevermind my comment above.
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const uint vertexIdx = vertexID & 0x3u;
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const uint objectID = vertexID >> 2;

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