Trying to fix mesh culling
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@@ -54,7 +54,7 @@ struct BlinnPhong : IBRDF
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float specular = saturate(dot(normal_TS, h));
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return baseColor;//((baseColor * diffuse) + (specularColor * specular)) * lightColor;
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return (baseColor * diffuse * lightColor) + (specularColor * specular) * lightColor;
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}
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float3 evaluateAmbient()
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@@ -169,7 +169,7 @@ struct CookTorrance : IBRDF
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float nDotL = max(dot(n, lightDir_TS), 0.0);
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return baseColor;//result * ambientOcclusion;
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return result * ambientOcclusion;
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}
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float3 evaluateAmbient()
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{
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@@ -2,7 +2,7 @@ import Bounding;
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struct MeshletDescription
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{
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AABB bounding;
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BoundingSphere bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -13,7 +13,7 @@ struct MeshletDescription
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struct MeshData
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{
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AABB bounding;
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BoundingSphere bounding;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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