Material loading works now
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@@ -8,11 +8,20 @@ interface IBRDF
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struct BlinnPhong : IBRDF
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{
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float3 baseColor;
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float metallic = 0;
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float3 normal = float3(0, 0, 1);
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float specular = 0.5;
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float roughness = 0.5;
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float sheen = 1.f;
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float metallic;
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float3 normal;
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float specular;
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float roughness;
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float sheen;
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__init()
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{
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metallic = 0;
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normal = float3(0, 0, 1);
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specular = 0.5;
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roughness = 0.5;
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sheen = 1;
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}
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float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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{
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