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#pragma pack_matrix(row_major)
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cbuffer CBPerObj : register(b2) {
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row_major float4x4 gWorld;
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row_major float4x4 gWorldInvTranspose; // 深度阶段不用,但保持 CPU 布局契约一致
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};
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cbuffer CBShadow : register(b3) {
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row_major float4x4 gLightViewProjection;
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float4 gShadowParams;
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};
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struct VSInput {
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float3 positionOS : POSITION;
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};
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float4 VSMain(VSInput input) : SV_POSITION {
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const float4 positionWS = mul(float4(input.positionOS, 1.0f), gWorld);
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return mul(positionWS, gLightViewProjection);
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}
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