在FragementShader的begin函数中准备输入的顶点数据偏移
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@@ -8,13 +8,14 @@ const char* PbrFragementShader_GLTF::getName(void) const
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return "pbr:gltf";
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}
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void PbrFragementShader_GLTF::begin(const davinci::RenderPipe* pipe, davinci::MaterialConstPtr material)
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bool PbrFragementShader_GLTF::begin(const RenderPipe* pipe, MaterialConstPtr material, const VertexDesc& veretexDesc)
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{
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m_pipe = pipe;
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const davinci::UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
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const UniformBuffer& uniformBuffer = m_pipe->getUniformBuffer();
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return true;
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}
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void PbrFragementShader_GLTF::process(const davinci::VertexDesc& veretexDesc, const float32_t* pixelData, davinci::fVector4& color)
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void PbrFragementShader_GLTF::process(const float32_t* pixelData, fVector4& color)
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{
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color = fVector4::BLUE;
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}
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