More ray tracing changes
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import Common;
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import RayTracingData;
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import MaterialParameter;
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import LightEnv;
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import MATERIAL_FILE_NAME;
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[shader("callable")]
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void callable(inout CallablePayload payload)
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{
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LightingParameter lightingParams = payload.params.getLightingParameter();
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MaterialParameter materialParams = payload.params.getMaterialParameter();
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let brdf = Material.prepare(materialParams);
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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result += brdf.evaluateAmbient();
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// gamma correction
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result = result / (result + float3(1.0));
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result = pow(result, float3(1.0/2.2));
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payload.color = float3(0, 0, 1);
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}
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