Redo of render paths
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import LightEnv;
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import Material;
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import BRDF;
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import InputGeometry;
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struct FlatColorMaterial : IMaterial
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{
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float3 diffuseColor;
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float specularity;
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typedef BlinnPhong BRDF;
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BlinnPhong prepare(MaterialPixelParameter input)
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{
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BlinnPhong result;
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result.baseColor = diffuseColor;
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result.specular = specularity;
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result.normal = normalize(input.normal);
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result.roughness = 0.5;
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result.specularTint = 0;
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result.anisotropic = 1;
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result.sheen = 1;
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result.sheenTint = 0.5;
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result.clearCoat = 0;
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result.clearCoatGloss = 0;
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return result;
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}
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};
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