blinn phong shading works
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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), color.xyz);
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float3 lightDir_TS = mul(params.tbn, direction.xyz);
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return brdf.evaluate(params.tbn, params.viewDir_TS, -normalize(lightDir_TS), color.xyz);
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}
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};
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@@ -26,9 +27,10 @@ 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 lightDir_TS = mul(params.tbn, lightDir_WS);
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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 brdf.evaluate(params.tbn, params.viewDir_WS, normalize(lightDir_WS), colorRange.xyz);
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return brdf.evaluate(params.tbn, params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
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}
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bool insidePlane(Plane plane)
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