Fixing command resource binding
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@@ -253,7 +253,7 @@ float2 integrateBRDF(float nDotV, float roughness) {
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}
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[shader("pixel")]
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float2 precomputeBRDF(float2 texCoords) : SV_Target
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float2 precomputeBRDF(float2 texCoords : UV) : SV_Target
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{
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return integrateBRDF(texCoords.x, texCoords.y);
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}
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