Fixing slang compilation temporarily, renaming vertexfactory
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@@ -1,7 +1,7 @@
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import LightEnv;
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import Material;
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import BRDF;
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import InputGeometry;
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import MaterialParameter;
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struct FlatColorMaterial : IMaterial
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{
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@@ -9,12 +9,12 @@ struct FlatColorMaterial : IMaterial
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float specularity;
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typedef BlinnPhong BRDF;
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BlinnPhong prepare(MaterialPixelParameter input)
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BlinnPhong prepare(MaterialFragmentParameter input)
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{
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BlinnPhong result;
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result.baseColor = diffuseColor;
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result.specular = specularity;
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result.normal = normalize(input.normal);
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result.normal = normalize(input.worldNormal);
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result.roughness = 0.5;
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result.specularTint = 0;
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result.anisotropic = 1;
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