Redo of render paths
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import Material;
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import InputGeometry;
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struct ParallaxMaterial : IMaterial
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{
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Texture2D<float4> diffuseTexture;
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Texture2D<float4> specularTexture;
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Texture2D<float4> displacementTexture;
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SamplerState textureSampler;
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float specularity;
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typedef BlinnPhong BRDF;
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BlinnPhong prepare(InputGeometry geometry)
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{
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BlinnPhong blinn;
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blinn.baseColor = diffuseTexture.Sample(textureSampler, geometry.getTexCoords()).xyz;
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blinn.specularColor = specularTexture.Sample(textureSampler, geometry.getTexCoords()).xyz;
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blinn.specular = specularity;
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return blinn;
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}
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};
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