Adding normal mapping
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@@ -14,7 +14,8 @@ struct DirectionalLight : ILightEnv
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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return brdf.evaluate(params.tbn, params.viewDir_WS, -normalize(direction.xyz), params.normal_WS, color.xyz);
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float3 dir_TS = mul(params.tbn, -normalize(direction.xyz));
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return brdf.evaluate(params.viewDir_TS, dir_TS, color.xyz);
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}
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};
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@@ -25,10 +26,11 @@ struct PointLight : ILightEnv
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 lightDir_WS = position_WS.xyz - params.position_WS;
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float d = length(lightDir_WS);
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float3 pos_TS = mul(params.tbn, position_WS.xyz);
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float3 lightDir_TS = pos_TS.xyz - params.position_TS;
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float d = length(lightDir_TS);
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(params.tbn, params.viewDir_WS, normalize(lightDir_WS), normalize(params.normal_WS), colorRange.xyz);
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return illuminance * brdf.evaluate(params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
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}
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bool insidePlane(Plane plane, float3 position)
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