Fixing slang compilation temporarily, renaming vertexfactory
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@@ -56,12 +56,12 @@
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}
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},
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"code": [
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"result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord * uvScale).xyz;",
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"result.baseColor = diffuseTexture.Sample(textureSampler, input.texCoords[0] * uvScale).xyz;",
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"result.metallic = 0;",
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"float3 bumpMapNormal = normalTexture.Sample(textureSampler, geometry.texCoord * uvScale).xyz;",
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"float3 bumpMapNormal = normalTexture.Sample(textureSampler, input.texCoords[0] * uvScale).xyz;",
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"bumpMapNormal = 2.0 * bumpMapNormal - float3(1.0, 1.0, 1.0);",
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"result.normal = geometry.transformLocalToWorld(bumpMapNormal);",
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"result.specular = specularTexture.Sample(textureSampler, geometry.texCoord * uvScale).x;",
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"result.normal = input.transformLocalToWorld(bumpMapNormal);",
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"result.specular = specularTexture.Sample(textureSampler, input.texCoords[0] * uvScale).x;",
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"result.roughness = roughness;",
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"result.specularTint = specularTint;",
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"result.anisotropic = anisotropic;",
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