Improving Material shader code generation
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@@ -10,15 +10,9 @@ struct BlinnPhong : IBRDF
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float3 baseColor;
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float metallic = 0;
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float3 normal = float3(0, 1, 0);
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float subsurface = 0;
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float specular = 0.5;
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float roughness = 0.5;
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float specularTint = 0;
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float anisotropic = 0;
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float sheen = 0;
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float sheenTint = 0.5f;
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float clearCoat = 0;
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float clearCoatGloss = 1;
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float sheen = 1.f;
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float3 evaluate(float3 view, float3 light, float3 surfaceNormal, float3 tangent, float3 biTangent, float3 lightColor)
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{
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