basic sponza import
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@@ -101,5 +101,5 @@ float4 fragmentMain(
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float factor = (output.texCoords.y - lowerLimit) / (upperLimit - lowerLimit);
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factor = clamp(factor, 0.0, 1.0);
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return lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor) * 100;
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return lerp(float4(pSkyboxData.fogBlend.xyz, 1), finalColor, factor);
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}
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@@ -109,7 +109,7 @@ float4 toneMapping(float2 uv : UV) : SV_Target
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{
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float3 hdrValue = pToneMappingParams.hdrInputTexture.Sample(pToneMappingParams.hdrSampler, uv).rgb;
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float3 value = agx(hdrValue / 1000);
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float3 value = agx(hdrValue);
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value = agxLook(value);
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value = agxEotf(value);
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@@ -16,8 +16,9 @@ struct StaticMeshVertexData
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#ifndef POS_ONLY
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//attributes.qTangent = qTangent[index];
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attributes.normal_MS = float3(normals[index * 3 + 0], normals[index * 3 + 1], normals[index * 3 + 2]);
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attributes.tangent_MS = float3(tangents[index * 3 + 0], tangents[index * 3 + 1], tangents[index * 3 + 2]);
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attributes.biTangent_MS = float3(biTangents[index * 3 + 0], biTangents[index * 3 + 1], biTangents[index * 3 + 2]);
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float4 tangentSign = float4(tangents[index * 4 + 0], tangents[index * 4 + 1], tangents[index * 4 + 2], tangents[index * 4 + 3]);
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attributes.tangent_MS = tangentSign.xyz;
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attributes.biTangent_MS = cross(attributes.normal_MS, attributes.tangent_MS) * -tangentSign.w;
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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attributes.texCoords[i] = float2(uint16ToFloat(texCoords[i][index * 2 + 0]), uint16ToFloat(texCoords[i][index * 2 + 1]));
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@@ -27,9 +28,9 @@ struct StaticMeshVertexData
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return attributes;
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}
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StructuredBuffer<float> positions;
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//StructuredBuffer<float> qTangents;
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StructuredBuffer<float> normals;
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StructuredBuffer<float> tangents;
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StructuredBuffer<float> biTangents;
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StructuredBuffer<uint16_t> color;
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StructuredBuffer<uint16_t> texCoords[MAX_TEXCOORDS];
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};
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