Adding basic CBT Terrain implementation
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@@ -6,12 +6,17 @@ static const uint32_t MESH_GROUP_SIZE = 32;
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struct ViewParameter
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{
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Frustum viewFrustum;
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float4x4 viewMatrix;
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float4x4 inverseViewMatrix;
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float4x4 projectionMatrix;
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float4x4 inverseProjection;
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float4 cameraPos_WS;
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float4 cameraPosition_WS;
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float4 cameraForward_WS;
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float2 screenDimensions;
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float2 invScreenDimensions;
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uint frameIndex;
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float time;
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};
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layout(set = 0)
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ParameterBlock<ViewParameter> pViewParams;
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@@ -51,7 +51,7 @@ struct FragmentParameter
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float3x3 tbn = float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS));
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result.tbn = tbn;
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result.position_TS = mul(tbn, position_WS);
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result.viewDir_TS = mul(tbn, normalize(pViewParams.cameraPos_WS.xyz - position_WS));
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result.viewDir_TS = mul(tbn, normalize(pViewParams.cameraPosition_WS.xyz - position_WS));
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result.normal_TS = mul(tbn, normal_WS);
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return result;
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}
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