Fixing slang compilation temporarily, renaming vertexfactory

This commit is contained in:
Dynamitos
2020-08-06 00:54:43 +02:00
parent ab4a3b5e23
commit f27859a02c
66 changed files with 1005 additions and 627 deletions
+4 -4
View File
@@ -56,12 +56,12 @@
}
},
"code": [
"result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord * uvScale).xyz;",
"result.baseColor = diffuseTexture.Sample(textureSampler, input.texCoords[0] * uvScale).xyz;",
"result.metallic = 0;",
"float3 bumpMapNormal = normalTexture.Sample(textureSampler, geometry.texCoord * uvScale).xyz;",
"float3 bumpMapNormal = normalTexture.Sample(textureSampler, input.texCoords[0] * uvScale).xyz;",
"bumpMapNormal = 2.0 * bumpMapNormal - float3(1.0, 1.0, 1.0);",
"result.normal = geometry.transformLocalToWorld(bumpMapNormal);",
"result.specular = specularTexture.Sample(textureSampler, geometry.texCoord * uvScale).x;",
"result.normal = input.transformLocalToWorld(bumpMapNormal);",
"result.specular = specularTexture.Sample(textureSampler, input.texCoords[0] * uvScale).x;",
"result.roughness = roughness;",
"result.specularTint = specularTint;",
"result.anisotropic = anisotropic;",