Trying to fix wrong tex coord imports
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@@ -98,13 +98,13 @@ struct FragmentParameter
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{
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// in theory, transposing would make this a world-to-tangent matrix, but because we are building the matrix ourselves
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// and something with matrix layouts is working the opposite direction, we need to transpose here
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return transpose(float3x3(tangent_WS, biTangent_WS, normal_WS));
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return transpose(float3x3(normalize(tangent_WS), normalize(biTangent_WS), normalize(normal_WS)));
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}
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#endif
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static FragmentParameter interpolate(FragmentParameter f0, FragmentParameter f1, FragmentParameter f2, float3 barycentricCoords)
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{
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FragmentParameter result;
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result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
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result.position_CS = f0.position_CS * barycentricCoords.x + f1.position_CS * barycentricCoords.y + f2.position_CS * barycentricCoords.z;
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#ifndef POS_ONLY
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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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@@ -142,9 +142,9 @@ struct VertexAttributes
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result.position_CS = clipPos;
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#ifndef POS_ONLY
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//float3x3 tbn = qTangentToMatrix(qTangent);
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result.tangent_WS = normalize(mul(transformMatrix, float4(tangent_MS, 0)).xyz);
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result.biTangent_WS = normalize(mul(transformMatrix, float4(biTangent_MS, 0)).xyz);
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result.normal_WS = normalize(mul(transformMatrix, float4(normal_MS, 0)).xyz);
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result.tangent_WS = mul(transformMatrix, float4(tangent_MS, 0)).xyz;
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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.texCoords0 = float4(texCoords[0], texCoords[1]);
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