Idk
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@@ -14,12 +14,21 @@ struct Scene
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layout(set=2)
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layout(set=2)
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ParameterBlock<Scene> pScene;
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ParameterBlock<Scene> pScene;
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struct VertexShaderOutput
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{
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FragmentParameter parameter : PARAMETER;
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float4 clipPos: SV_Position;
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}
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[shader("vertex")]
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[shader("vertex")]
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FragmentParameter vertexMain(
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VertexShaderOutput vertexMain(
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uint vertexId: SV_VertexID,
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uint vertexId: SV_VertexID,
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uint instanceId: SV_InstanceID,
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uint instanceId: SV_InstanceID,
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) : PARAMETER{
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){
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InstanceData inst = pScene.instances[instanceId];
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InstanceData inst = pScene.instances[instanceId];
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VertexAttributes attr = pVertexData.getAttributes(vertexId, inst.transformMatrix);
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VertexAttributes attr = pVertexData.getAttributes(vertexId, inst.transformMatrix);
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return attr.getParameter(inst.transformMatrix);
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VertexShaderOutput output;
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output.parameter = attr.getParameter(inst.transformMatrix);
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output.clipPos = output.parameter.position_CS;
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return output;
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}
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}
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@@ -29,7 +29,7 @@ struct BlinnPhong : IBRDF
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float nDotH = saturate(dot(normal, h));
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float nDotH = saturate(dot(normal, h));
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return baseColor;
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return baseColor * (nDotL + nDotH) * lightColor;
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}
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}
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};
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};
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@@ -12,7 +12,7 @@ Camera::Camera()
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, bNeedsViewBuild(false)
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, bNeedsViewBuild(false)
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{
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{
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yaw = 0;
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yaw = 0;
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pitch = 0;
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pitch = 0.2;
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}
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}
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Camera::~Camera()
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Camera::~Camera()
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