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 TexturedMaterial : IMaterial
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{
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@@ -21,15 +21,15 @@ struct TexturedMaterial : IMaterial
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SamplerState textureSampler;
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typedef BlinnPhong BRDF;
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BlinnPhong prepare(MaterialPixelParameter geometry)
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BlinnPhong prepare(MaterialFragmentParameter geometry)
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{
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BlinnPhong result;
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result.baseColor = diffuseTexture.Sample(textureSampler, geometry.texCoord * uvScale).xyz;
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result.baseColor = diffuseTexture.Sample(textureSampler, geometry.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, geometry.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 = geometry.transformNormalToWorld(bumpMapNormal);
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result.specular = specularTexture.Sample(textureSampler, geometry.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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