Fixing slang compilation temporarily, renaming vertexfactory
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@@ -0,0 +1,40 @@
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struct MaterialVertexParameter
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{
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float3 worldPosition;
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float3x3 tangentToWorld;
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#if NUM_MATERIAL_TEXCOORDS
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float2 texCoords[NUM_MATERIAL_TEXCOORDS];
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#endif
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#if USE_INSTANCING
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float4x4 instanceLocalToWorld;
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float3 instanceLocalPosition;
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float4 perInstanceParams;
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uint instanceId;
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#endif
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//float3 preSkinnedPosition;
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//float3 perSkinnedNormal;
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float4 vertexColor;
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};
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struct MaterialFragmentParameter
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{
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float3 worldPosition;
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float3 viewDir;
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float3 worldNormal;
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float3 worldTangent;
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float3 worldBiTangent;
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float4 clipPosition;
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float4 vertexColor;
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float3x3 tangentToWorld;
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#if USE_INSTANCING
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float3 perInstanceParams;
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#endif
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#if NUM_MATERIAL_TEXCOORDS
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float2 texCoords[NUM_MATERIAL_TEXCOORDS];
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#endif
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float3 transformNormalToWorld(float3 tangentSpaceNormal)
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{
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float3 result = mul(tangentToWorld, tangentSpaceNormal);
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return result;
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}
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};
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