Adding basic depth prepass
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@@ -15,7 +15,7 @@ struct DirectionalLight : ILightEnv
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo)
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{
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return intensity.xyz * brdf.evaluate(wo, direction.xyz, input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
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return intensity.xyz * brdf.evaluate(wo, normalize(direction.xyz), input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
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}
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};
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@@ -68,5 +68,5 @@ struct Lights
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uint numPointLights;
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};
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layout(set = 0, binding = 0, std430)
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layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
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ConstantBuffer<Lights> gLightEnv;
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