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https://github.com/aharabada/glitchy-engine-beef.git
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Shader #include + Remved unused Dx11Effect
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@@ -1,3 +1,5 @@
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#include "ShaderFunctions.hlsl"
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#define PI 3.14159265358979323846f
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SamplerState Sampler : register(s0);
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@@ -109,10 +111,10 @@ float3 FresnelSchlick(float cosTheta, float3 F0)
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* Reconstructs the z-component of a normalized normal vector from a two-component value
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* cnrm: The x- and y-components of a normalized normal vector
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*/
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float3 DecompressNormal(float2 cnrm)
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{
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return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
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}
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//float3 DecompressNormal(float2 cnrm)
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//{
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// return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
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//}
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float4 PS(PS_IN input) : SV_TARGET
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{
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