Now able to import stuff properly
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@@ -3,7 +3,7 @@ import Common;
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struct MaterialParameter
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{
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float3 position_WS;
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float2 texCoords[1];
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float2 texCoords[MAX_TEXCOORDS];
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float3 vertexColor;
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};
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@@ -25,13 +25,16 @@ 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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float2 texCoords : TEXCOORD0;
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float2 texCoords[MAX_TEXCOORDS] : TEXCOORD0;
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MaterialParameter getMaterialParameter()
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{
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MaterialParameter result;
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result.position_WS = position_WS;
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result.vertexColor = vertexColor;
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result.texCoords[0] = texCoords;
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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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}
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return result;
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}
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LightingParameter getLightingParameter()
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@@ -52,16 +55,16 @@ 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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float2 texCoords;
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float2 texCoords[MAX_TEXCOORDS];
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FragmentParameter getParameter(float4x4 transformMatrix)
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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 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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float3 tangent_WS = mul(float3x3(transformMatrix), tangent_MS);
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float3 biTangent_WS = mul(float3x3(transformMatrix), biTangent_MS);
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float3 normal_WS = mul(float3x3(transformMatrix), normal_MS);
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float3 tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0.0)).xyz);
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float3 biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0.0)).xyz);
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float3 normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0.0)).xyz);
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FragmentParameter result;
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result.viewDir_WS = pViewParams.cameraPos_WS.xyz - worldPos.xyz;
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result.normal_WS = normal_WS;
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@@ -70,7 +73,10 @@ struct VertexAttributes
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result.position_WS = worldPos.xyz;
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result.position_CS = clipPos;
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result.vertexColor = vertexColor;
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result.texCoords = texCoords;
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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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}
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return result;
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}
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};
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