Lots of shader changes, basic primitive writing
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@@ -26,7 +26,6 @@ struct FragmentParameter
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float3 biTangent_WS : TANGENT1;
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float3 position_WS : POSITION2;
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float3 vertexColor : COLOR0;
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uint meshletId : POSITION3;
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float2 texCoords[MAX_TEXCOORDS] : TEXCOORD0;
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MaterialParameter getMaterialParameter()
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{
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@@ -50,6 +49,13 @@ struct FragmentParameter
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}
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};
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// data passed to visibility render
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struct VisibilityParameter
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{
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uint32_t triangleIndex : POSITION5;
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uint32_t meshletId : POSITION6;
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};
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// data retrieved from VertexData
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struct VertexAttributes
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{
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@@ -58,7 +64,6 @@ struct VertexAttributes
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float3 tangent_MS;
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float3 biTangent_MS;
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float3 vertexColor;
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uint meshletId;
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float2 texCoords[MAX_TEXCOORDS];
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FragmentParameter getParameter(float4x4 transformMatrix)
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{
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@@ -66,19 +71,18 @@ struct VertexAttributes
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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FragmentParameter result;
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result.position_CS = clipPos;
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float3x3 normalMatrix = float3x3(transformMatrix);
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float3 T = mul(normalMatrix, tangent_MS);
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float3 N = mul(normalMatrix, normal_MS);
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float3 B = mul(normalMatrix, biTangent_MS);
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FragmentParameter result;
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result.position_CS = clipPos;
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result.cameraPos_WS = pViewParams.cameraPos_WS.xyz;
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result.normal_WS = N;
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result.tangent_WS = T;
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result.biTangent_WS = B;
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result.position_WS = worldPos.xyz;
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result.vertexColor = vertexColor;
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result.meshletId = meshletId;
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for(uint i = 0; i < MAX_TEXCOORDS; ++i)
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{
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result.texCoords[i] = texCoords[i];
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