Implementing ECS SystemBase and updating slang
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@@ -2,9 +2,8 @@ import Common;
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import LightEnv;
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import BRDF;
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import Material;
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import StaticMeshVertexInput;
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import VERTEX_INPUT_IMPORT;
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import MATERIAL_IMPORT;
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import PrimitiveSceneData;
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import MaterialParameter;
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@@ -13,7 +12,6 @@ StructuredBuffer<uint> lightIndexList;
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layout(set = INDEX_LIGHT_ENV, binding = 5)
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RWTexture2D<uint2> lightGrid;
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struct VertexStageOutput
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{
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ShaderAttributeInterpolation shaderAttributeInterpolation : Interpolation;
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@@ -50,7 +48,7 @@ float4 fragmentMain(
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) : SV_Target
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{
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MaterialFragmentParameter materialParams = input.getMaterialParameter(position);
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TMaterial.BRDF brdf = gMaterial.prepare(materialParams);
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let brdf = gMaterial.prepare(materialParams);
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float3 viewDir = normalize(materialParams.viewDir);
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