Lots of shader changes, basic primitive writing
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@@ -12,14 +12,8 @@ struct LightCullingData
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layout(set=5)
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ParameterBlock<LightCullingData> pLightCullingData;
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struct FragmentOutput
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{
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float4 color : SV_Target0;
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uint meshletId : SV_Target1;
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};
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[shader("pixel")]
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FragmentOutput fragmentMain(in FragmentParameter params)
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float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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@@ -41,9 +35,6 @@ FragmentOutput fragmentMain(in FragmentParameter params)
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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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FragmentOutput output;
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output.color = float4(result, 1.0f);
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output.meshletId = params.meshletId;
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return output;
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return float4(result, 1.0f);
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}
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