implemented basic shader expressions
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@@ -35,27 +35,24 @@
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"type": "SamplerState"
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}
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},
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"code": {
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"baseColor": [
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"return diffuseTexture.Sample(textureSampler, input.texCoords[0] * uvScale).xyz;"
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],
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"metallic": [
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"return metallic;"
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],
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"normal": [
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"return normalTexture.Sample(textureSampler, input.texCoords[0] * uvScale).xyz;"
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],
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"specular": [
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"return specularTexture.Sample(textureSampler, input.texCoords[0] * uvScale).x;"
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],
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"roughness": [
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"return roughness;"
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],
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"sheen": [
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"return sheen;"
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],
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"worldOffset": [
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"return worldOffset;"
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]
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}
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"code": [
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{
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"exp": "Sample",
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"texture": "diffuseTexture",
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"sampler": "textureSampler",
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"coords": "input.texCoords[0]"
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},
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{
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"exp": "Swizzle",
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"target": 0,
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"comp": [0, 1, 2]
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},
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{
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"exp": "BRDF",
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"profile": "BlinnPhong",
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"values": {
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"baseColor": 1
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}
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}
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]
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}
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