Fixing slang compilation temporarily, renaming vertexfactory
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@@ -1,10 +1,11 @@
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import InputGeometry;
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import StaticMeshShaderAttributes;
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import MaterialParameter;
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import BRDF;
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import Common;
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interface ILightEnv
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{
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float3 illuminate<B:IBRDF>(InputGeometry input, B brdf, float3 wo);
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float3 illuminate<B:IBRDF>(VertexShaderInput input, B brdf, float3 wo);
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};
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struct DirectionalLight : ILightEnv
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@@ -13,9 +14,9 @@ struct DirectionalLight : ILightEnv
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float4 direction;
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float4 intensity;
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float3 illuminate<B:IBRDF>(MaterialPixelParameter input, B brdf, float3 wo)
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo)
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{
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return intensity.xyz * brdf.evaluate(wo, direction.xyz, input.normal, input.tangent, input.biTangent, color.xyz);
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return intensity.xyz * brdf.evaluate(wo, direction.xyz, input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
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}
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};
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@@ -26,13 +27,13 @@ struct PointLight : ILightEnv
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float3 color;
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float range;
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float3 illuminate<B:IBRDF>(MaterialPixelParameter input, B brdf, float3 viewDir)
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 viewDir)
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{
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float3 lightVec = positionWS.xyz - input.position;
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float3 lightVec = positionWS.xyz - input.worldPosition;
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float d = length(lightVec);
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float3 direction = normalize(lightVec);
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float illuminance = max(1 - d / range, 0);
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return illuminance * brdf.evaluate(viewDir, direction, input.normal, input.tangent, input.biTangent, color);
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return illuminance * brdf.evaluate(viewDir, direction, input.worldNormal, input.worldTangent, input.worldBiTangent, color);
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}
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bool insidePlane(Plane plane)
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@@ -68,3 +69,6 @@ struct Lights
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uint numDirectionalLights;
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uint numPointLights;
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};
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layout(set = 0, binding = 1, std430)
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ConstantBuffer<Lights> gLightEnv;
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