implemented basic shader expressions
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@@ -20,7 +20,7 @@ struct BlinnPhong : IBRDF
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float3 h = normalize(light + view);
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float nDotH = saturate(dot(normal, h));
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return baseColor * nDotL + lightColor * specular * pow(nDotH, sheen);
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return baseColor;
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}
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};
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@@ -6,15 +6,6 @@ interface IMaterial
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{
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associatedtype BRDF : IBRDF;
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BRDF prepare(MaterialFragmentParameter input);
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float3 getWorldOffset();
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float3 getBaseColor(MaterialFragmentParameter input);
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float getMetallic(MaterialFragmentParameter input);
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float3 getNormal(MaterialFragmentParameter input);
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float getSpecular(MaterialFragmentParameter input);
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float getRoughness(MaterialFragmentParameter input);
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float getSheen(MaterialFragmentParameter input);
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};
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layout(set = INDEX_MATERIAL, binding = 0, std430)
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