Is it possible to separate the different types of data being passed into HLSL shader?
For example, most tutorials that I have seen setup the buffer as
struct vertin{
float4 position: POSITION;
float2 text : TEXCOORD;
float4 norm : NORMAL:
}
What I want to do is pass in each data separately without create a struct to hold everything together, thus separating the position vertices from texture from normal, and pass each in separately. Also how would the shader be able to tell which normal correspond to which vertices and texture?
I think what I am thinking about is very similar to how OPENGL can bind each vertex buffer, texture buffer, and normal buffer separately when passing to the shader. Can HLSL do the same, and how so?
Also I am working with DirectX 11.