Update materials
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@@ -104,18 +104,20 @@ struct MaterialInput
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};
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// Extracts geometry data to the material input
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void GetGeometryMaterialInput(inout MaterialInput result, in GeometryData geometry)
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MaterialInput GetGeometryMaterialInput(GeometryData geometry)
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{
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result.WorldPosition = geometry.WorldPosition;
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result.TexCoord = geometry.TexCoord;
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MaterialInput output = (MaterialInput)0;
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output.WorldPosition = geometry.WorldPosition;
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output.TexCoord = geometry.TexCoord;
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#if USE_LIGHTMAP
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result.LightmapUV = geometry.LightmapUV;
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output.LightmapUV = geometry.LightmapUV;
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#endif
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result.TBN = CalcTangentBasisFromWorldNormal(geometry.WorldNormal);
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result.HolesMask = geometry.HolesMask;
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output.TBN = CalcTangentBasisFromWorldNormal(geometry.WorldNormal);
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output.HolesMask = geometry.HolesMask;
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#if USE_TERRAIN_LAYERS
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result.Layers = geometry.Layers;
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output.Layers = geometry.Layers;
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#endif
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return output;
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}
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#if USE_TESSELLATION
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@@ -154,23 +156,13 @@ GeometryData InterpolateGeometry(GeometryData p0, float w0, GeometryData p1, flo
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MaterialInput GetMaterialInput(PixelInput input)
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{
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MaterialInput result = (MaterialInput)0;
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result.WorldPosition = input.Geometry.WorldPosition;
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result.TexCoord = input.Geometry.TexCoord;
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#if USE_LIGHTMAP
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result.LightmapUV = input.Geometry.LightmapUV;
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#endif
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result.TBN = CalcTangentBasisFromWorldNormal(input.Geometry.WorldNormal);
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result.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
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result.SvPosition = input.Position;
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result.HolesMask = input.Geometry.HolesMask;
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#if USE_TERRAIN_LAYERS
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result.Layers = input.Geometry.Layers;
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#endif
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MaterialInput output = GetGeometryMaterialInput(input.Geometry);
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output.TwoSidedSign = WorldDeterminantSign * (input.IsFrontFace ? 1.0 : -1.0);
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output.SvPosition = input.Position;
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#if USE_CUSTOM_VERTEX_INTERPOLATORS
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result.CustomVSToPS = input.CustomVSToPS;
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output.CustomVSToPS = input.CustomVSToPS;
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#endif
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return result;
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return output;
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}
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// Removes the scale vector from the local to world transformation matrix
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