一個HLSL的常量數組問題

在RenderMonkey裏寫了RNM的demo: float fUvScale; sampler2D diffuseMap; sampler2D normalMap; sampler2D lightMap1; sampler2D lightMap2; sampler2D lightMap3; const float3 bumpBasis[3] = { {sqrt(2.0 / 3.0), 0.0,
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