There is a memory leak
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@@ -2,7 +2,6 @@ import Common;
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struct MaterialParameter
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{
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float3 position_TS;
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float3 position_WS;
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float2 texCoords;
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float3 vertexColor;
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@@ -11,18 +10,16 @@ struct MaterialParameter
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// data used by light environment
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struct LightingParameter
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{
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// world to tangent space
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float3x3 tbn;
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float3 position_TS;
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float3 viewDir_TS;
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float3 position_WS;
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float3 viewDir_WS;
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};
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// data passed to fragment shader
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struct FragmentParameter
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{
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float4 position_CS : SV_Position;
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float3 position_TS : POSITION0;
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float3 viewDir_TS : POSITION1;
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float3 viewDir_WS : POSITION1;
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float3 normal_WS : NORMAL0;
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float3 tangent_WS : TANGENT0;
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float3 biTangent_WS : TANGENT1;
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@@ -32,7 +29,6 @@ struct FragmentParameter
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MaterialParameter getMaterialParameter()
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{
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MaterialParameter result;
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result.position_TS = position_TS;
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result.position_WS = position_WS;
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result.texCoords = texCoords;
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result.vertexColor = vertexColor;
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@@ -41,9 +37,9 @@ struct FragmentParameter
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LightingParameter getLightingParameter()
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{
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LightingParameter result;
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result.tbn = transpose(float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)));
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result.position_TS = position_TS;
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result.viewDir_TS = viewDir_TS;
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result.tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
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result.position_WS = position_WS;
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result.viewDir_WS = viewDir_WS;
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return result;
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}
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};
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@@ -63,14 +59,11 @@ struct VertexAttributes
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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float3 tangent_WS = mul(transformMatrix, float4(normalize(tangent_MS), 0)).xyz;
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float3 biTangent_WS = mul(transformMatrix, float4(normalize(biTangent_MS), 0)).xyz;
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float3 normal_WS = mul(transformMatrix, float4(normalize(normal_MS), 0)).xyz;
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// Transforms from world space into tangent space
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float3x3 tbn = transpose(float3x3(tangent_WS, biTangent_WS, normal_WS));
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float3 tangent_WS = mul(float3x3(transformMatrix), normalize(tangent_MS));
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float3 biTangent_WS = mul(float3x3(transformMatrix), normalize(biTangent_MS));
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float3 normal_WS = mul(float3x3(transformMatrix), normalize(normal_MS));
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FragmentParameter result;
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result.position_TS = mul(tbn, worldPos.xyz);
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result.viewDir_TS = mul(tbn, pViewParams.cameraPos_WS.xyz - worldPos.xyz);
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result.viewDir_WS = pViewParams.cameraPos_WS.xyz - worldPos.xyz;
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result.normal_WS = normal_WS;
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result.tangent_WS = tangent_WS;
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result.biTangent_WS = biTangent_WS;
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