Starting to add cascading shadow maps
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@@ -63,7 +63,8 @@ struct FragmentParameter
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float3 normal_WS : NORMALWS;
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float3 tangent_WS : TANGENTWS;
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float3 biTangent_WS : BITANGENTWS;
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float3 position_WS : POSITIONWS;
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float3 position_WS : POSITIONWS;
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float3 position_VS : POSITIONVS;
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float3 vertexColor : COLOR;
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float4 texCoords0 : TEXCOORDS0;
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float4 texCoords1 : TEXCOORDS1;
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@@ -109,7 +110,8 @@ struct FragmentParameter
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result.normal_WS = f0.normal_WS * barycentricCoords.x + f1.normal_WS * barycentricCoords.y + f2.normal_WS * barycentricCoords.z;
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result.tangent_WS = f0.tangent_WS * barycentricCoords.x + f1.tangent_WS * barycentricCoords.y + f2.tangent_WS * barycentricCoords.z;
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result.biTangent_WS = f0.biTangent_WS * barycentricCoords.x + f1.biTangent_WS * barycentricCoords.y + f2.biTangent_WS * barycentricCoords.z;
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result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
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result.position_WS = f0.position_WS * barycentricCoords.x + f1.position_WS * barycentricCoords.y + f2.position_WS * barycentricCoords.z;
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result.position_VS = f0.position_VS * barycentricCoords.x + f1.position_VS * barycentricCoords.y + f2.position_VS * barycentricCoords.z;
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result.vertexColor = f0.vertexColor * barycentricCoords.x + f1.vertexColor * barycentricCoords.y + f2.vertexColor * barycentricCoords.z;
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result.texCoords0 = f0.texCoords0 * barycentricCoords.x + f1.texCoords0 * barycentricCoords.y + f2.texCoords0 * barycentricCoords.z;
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result.texCoords1 = f0.texCoords1 * barycentricCoords.x + f1.texCoords1 * barycentricCoords.y + f2.texCoords1 * barycentricCoords.z;
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@@ -135,7 +137,8 @@ struct VertexAttributes
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FragmentParameter getParameter(float4x4 transformMatrix, float4x4 inverseTransformMatrix)
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{
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float4 modelPos = float4(position_MS, 1);
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float4 worldPos = mul(transformMatrix, modelPos);
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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.viewProjectionMatrix, worldPos);
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FragmentParameter result;
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result.position_CS = clipPos;
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@@ -145,7 +148,8 @@ struct VertexAttributes
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result.biTangent_WS = mul(transformMatrix, float4(biTangent_MS, 0)).xyz;
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result.normal_WS = mul(transformMatrix, float4(normal_MS, 0)).xyz;
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result.vertexColor = vertexColor;
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result.position_WS = worldPos.xyz;
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result.position_WS = worldPos.xyz;
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result.position_VS = viewPos.xyz;
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result.texCoords0 = float4(texCoords[0], texCoords[1]);
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result.texCoords1 = float4(texCoords[2], texCoords[3]);
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result.texCoords2 = float4(texCoords[4], texCoords[5]);
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