Descriptors now work in metal hopefully
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@@ -23,7 +23,7 @@ float Beckmann(float ndoth, float roughness) {
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[shader("pixel")]
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float4 fragmentMain(WaterVertex vert) : SV_TARGET {
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float3 lightDir = -normalize(pWaterMaterial.sunDirection);
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float3 viewDir = normalize(pViewParams.cameraPos_WS.xyz - vert.position_WS);
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float3 viewDir = normalize(pViewParams.c.cameraPos_WS.xyz - vert.position_WS);
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float3 halfwayDir = normalize(lightDir + viewDir);
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float depth = vert.depth;
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float LdotH = clamp(dot(lightDir, halfwayDir), 0, 1);
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