mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Support emissive materials
This commit is contained in:
@@ -0,0 +1,59 @@
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#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
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cbuffer SceneConstants : register(b0)
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{
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float4x4 ViewProjection;
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}
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#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
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cbuffer ObjectConstants : register(b1)
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{
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float4x4 Transform;
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/**
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* \brief Inverted and transposed transform matrix.
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* \remarks This matrix is used in order to correctly transform normal vectors.
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*/
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float4x3 Transform_InvT;
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#ifdef OutputEntityId
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uint EntityId;
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#endif
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}
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/**
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* \brief Pixel Shader output for lit surfaces.
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*/
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struct PS_OUT_Lit
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{
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/** RGB: Albedo A: Transparency */
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float4 Albedo : SV_TARGET0;
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/** RG: TextureNormal.XY | BA: GeoNrm.XY */
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float4 Normal : SV_TARGET1;
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/** R: GeoNrm.Z | GBA: GeoTan.XYZ */
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float4 Tangent : SV_TARGET2;
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/** RGB: world position XYZ | A: 1.0 */
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float4 Position : SV_TARGET3;
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/** RGB: emissive light and color | A: unused */
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float4 Emissive : SV_TARGET4;
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/** R: Metallicity | G: Roughness | B: Ambient | A: Unused */
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float4 Material : SV_TARGET5;
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#ifdef OutputEntityId
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/** Needed for editor picking. Simply pass through the EntityId. */
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uint EntityId : SV_TARGET6;
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#endif
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};
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/**
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* \brief Pixel Shader output for unlit surfaces.
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*/
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struct PS_OUT_Unlit
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{
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/** RGB: Color A: Transparency */
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float4 Color : SV_TARGET0;
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/** RGB: emissive light and color | A: unused */
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float4 Emissive : SV_TARGET1;
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/** RGB: world position XYZ | A: 1.0 */
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float4 Position : SV_TARGET2;
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#ifdef OutputEntityId
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uint EntityId : SV_TARGET5;
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#endif
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};
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@@ -0,0 +1,4 @@
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{
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AssetLoader = "EffectAssetLoader",
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Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
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}
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@@ -2,6 +2,8 @@
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#include "ShaderHelpers.hlsl"
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#include "GlitchyEngine.hlsl"
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Texture2D AlbedoTexture : register(t0);
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SamplerState AlbedoSampler : register(s0);
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@@ -14,28 +16,11 @@ SamplerState MetallicSampler : register(s2);
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Texture2D<float> RoughnessTexture : register(t3);
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SamplerState RoughnessSampler : register(s3);
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// Texture2D<float> AmbientTexture : register(t4);
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// SamplerState AmbientSampler : register(s4);
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Texture2D<float3> EmissiveTexture : register(t4);
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SamplerState EmissiveSampler : register(s4);
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#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
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cbuffer SceneConstants : register(b0)
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{
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float4x4 ViewProjection;
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}
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#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
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cbuffer ObjectConstants : register(b1)
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{
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float4x4 Transform;
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/**
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* \brief Inverted and transposed transform matrix.
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* \remarks This matrix is used in order to correctly transform normal vectors.
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*/
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float4x3 Transform_InvT;
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#ifdef OutputEntityId
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uint EntityId;
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#endif
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}
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// Texture2D<float> AmbientTexture : register(t5);
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// SamplerState AmbientSampler : register(s5);
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cbuffer MaterialConstants : register(b2)
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{
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@@ -44,9 +29,12 @@ cbuffer MaterialConstants : register(b2)
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#pragma EditorVariable[ Name = "NormalScaling"; Preview = "Normal Scaling" ]
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float2 NormalScaling = float2(1.0, 1.0);
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#pragma EditorVariable[ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f ]
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float MetallicFactor = 1.0;
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float MetallicFactor = 0.0;
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#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
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float RoughnessFactor = 1.0;
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float RoughnessFactor = 0.6;
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#pragma EditorVariable[ Name = "EmissiveColor"; Preview = "Emissive Factor"; Type="ColorHDR" ]
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float3 EmissiveColor = float3(0.0, 0.0, 0.0);
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// # pra gma Editor Variable[ Name = "AmbientFactor"; Preview = "Ambient Factor" ]
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// float AmbientFactor = 1.0;
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}
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@@ -59,7 +47,7 @@ struct VS_IN
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float2 TexCoord : TEXCOORD;
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};
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struct PS_IN
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typedef struct PS_IN
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{
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float4 Position : SV_POSITION;
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float3 WorldPosition : WORLDPOSITION;
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@@ -70,11 +58,11 @@ struct PS_IN
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#ifdef OutputEntityId
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nointerpolation uint EntityId : ENTITYID;
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#endif
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};
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} VS_OUT;
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PS_IN VS(VS_IN input)
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VS_OUT VS(VS_IN input)
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{
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PS_IN output;
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VS_OUT output;
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float4 worldPosition = mul(Transform, float4(input.Position, 1));
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@@ -92,22 +80,22 @@ PS_IN VS(VS_IN input)
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return output;
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}
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struct PS_OUT
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{
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float4 Albedo : SV_TARGET0;
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// RG: TextureNormal.XY BA: GeoNrm.XY
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float4 Normal : SV_TARGET1;
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// R: GeoNrm.Z GBA: GeoTan.XYZ
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float4 Tangent : SV_TARGET2;
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float4 Position : SV_TARGET3;
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// R: Metallicity G: Roughness B: Ambient
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float4 Material : SV_TARGET4;
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#ifdef OutputEntityId
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uint EntityId : SV_TARGET5;
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#endif
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};
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//struct PS_OUT
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//{
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// float4 Albedo : SV_TARGET0;
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// // RG: TextureNormal.XY BA: GeoNrm.XY
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// float4 Normal : SV_TARGET1;
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// // R: GeoNrm.Z GBA: GeoTan.XYZ
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// float4 Tangent : SV_TARGET2;
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// float4 Position : SV_TARGET3;
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// // R: Metallicity G: Roughness B: Ambient
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// float4 Material : SV_TARGET4;
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//#ifdef OutputEntityId
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// uint EntityId : SV_TARGET5;
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//#endif
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//};
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PS_OUT PS(PS_IN input)
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PS_OUT_Lit PS(PS_IN input)
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{
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// Build tangent space
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float3 normal = normalize(input.Normal);
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@@ -124,6 +112,9 @@ PS_OUT PS(PS_IN input)
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float texMetallic = MetallicTexture.Sample(MetallicSampler, input.TexCoord);
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float texRoughness = RoughnessTexture.Sample(RoughnessSampler, input.TexCoord);
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float3 texEmissive = EmissiveTexture.Sample(EmissiveSampler, input.TexCoord);
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//float3 objectNormal = mul(tangentTransform, texNormal);
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//float3 worldNormal = mul(objectNormal, (float3x3)Transform);
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@@ -131,6 +122,7 @@ PS_OUT PS(PS_IN input)
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float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
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float finalMetallic = texMetallic * MetallicFactor;
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float finalRoughness = texRoughness * RoughnessFactor;
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float3 finalEmissive = texEmissive * EmissiveColor;
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/////////////TODO: REMOVEME
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@@ -141,12 +133,13 @@ PS_OUT PS(PS_IN input)
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/////////////TODO: END_REMOVEME
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PS_OUT output;
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PS_OUT_Lit output;
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output.Albedo = finalAlbedo;
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//output.Normal = float4(objectNormal, 1.0);
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output.Normal = float4(finalNormal.xy, normal.xy);
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output.Tangent = float4(normal.z, tangent.xyz);
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output.Position = float4(input.WorldPosition, 1.0);
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output.Emissive = float4(finalEmissive, 0.0);
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output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
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#ifdef OutputEntityId
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@@ -15,7 +15,8 @@ Texture2D GBuffer_Albedo : register(t0);
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Texture2D GBuffer_Normal : register(t1);
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Texture2D GBuffer_Tangent : register(t2);
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Texture2D GBuffer_Position : register(t3);
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Texture2D GBuffer_Material : register(t4);
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Texture2D GBuffer_Emissive : register(t4);
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Texture2D GBuffer_Material : register(t5);
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cbuffer Constants
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{
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@@ -59,6 +60,7 @@ float4 PS(PS_IN input) : SV_TARGET
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float4 rawNormal = GBuffer_Normal.Sample(Sampler, input.TexCoord);
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float4 rawTangent = GBuffer_Tangent.Sample(Sampler, input.TexCoord);
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float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
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float4 rawEmissive = GBuffer_Emissive.Sample(Sampler, input.TexCoord);
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float4 rawMaterial = GBuffer_Material.Sample(Sampler, input.TexCoord);
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// Extract data from GBuffer
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@@ -108,7 +110,7 @@ float4 PS(PS_IN input) : SV_TARGET
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float3 luminanceColor = LightColor * Illuminance;
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float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l;
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float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l + rawEmissive;
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#if OUTPUT == Inspect_NormalDistribution
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final = max(final - 10000000, nrmDist.xxx);
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@@ -4,7 +4,8 @@
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"AlbedoTexture": "Textures/TestMat/rustediron2_albedo.png",
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"NormalTexture": "Textures/TestMat/rustediron2_normal.png",
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"MetallicTexture": "Textures/TestMat/rustediron2_metallic.png",
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"RoughnessTexture": "Textures/TestMat/rustediron2_roughness.png"
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"RoughnessTexture": "Textures/TestMat/rustediron2_roughness.png",
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"EmissiveTexture": "Textures/rocket.png"
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],
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Variables = [
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"AlbedoColor": .ColorRGBA{
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@@ -26,6 +27,13 @@
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},
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"RoughnessFactor": .Float{
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Value = 1
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},
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"EmissiveColor": .ColorRGB{
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Value = {
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R = 1,
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G = 0,
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B = 0
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}
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}
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]
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}
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@@ -99,7 +99,8 @@ class MaterialAssetPropertiesEditor : AssetPropertiesEditor
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{
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for (let (name, arguments) in effect.[Friend]_variableDescriptions)
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{
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let variable = effect.Variables[name];
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if (!effect.Variables.TryGetVariable(name, let variable))
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continue;
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bool hasPreviewName = TryGetValue(arguments, "Preview", var previewName);
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@@ -107,7 +108,9 @@ class MaterialAssetPropertiesEditor : AssetPropertiesEditor
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bool hasPreviewType = TryGetValue(arguments, "Type", var previewType);
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if (hasPreviewType && previewType.Get<String>() == "Color")
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if (hasPreviewType && (previewType.Get<String>() == "Color" || previewType.Get<String>() == "ColorHDR"))
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{
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if (previewType.Get<String>().Equals("Color", .InvariantCultureIgnoreCase))
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{
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Log.EngineLogger.AssertDebug(variable.Type == .Float && variable.Rows == 1);
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@@ -136,6 +139,38 @@ class MaterialAssetPropertiesEditor : AssetPropertiesEditor
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}
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}
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}
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else if (previewType.Get<String>().Equals("ColorHDR", .InvariantCultureIgnoreCase))
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{
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Log.EngineLogger.AssertDebug(variable.Type == .Float && variable.Rows == 1);
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if (variable.Columns == 3)
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{
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material.GetVariable<float3>(variable.Name, var value);
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value = (float3)ColorRGB.LinearToSRGB((ColorRGB)value);
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if (ImGui.ColorEdit3(displayName.Ptr, *(float[3]*)&value, .HDR | .Float))
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{
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value = (float3)ColorRGB.SRgbToLinear((ColorRGB)value);
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material.SetVariable(variable.Name, value);
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}
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}
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else if (variable.Columns == 4)
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{
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material.GetVariable<float4>(variable.Name, var value);
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value = (float4)ColorRGBA.LinearToSRGB((ColorRGBA)value);
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if (ImGui.ColorEdit4(displayName.Ptr, *(float[4]*)&value, .HDR | .Float))
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{
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value = (float4)ColorRGBA.SRgbToLinear((ColorRGBA)value);
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material.SetVariable(variable.Name, value);
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}
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}
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}
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}
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//ImGui.ColorEdit3("", null, .HDR | .Float)
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else if (variable.Type == .Float && variable.Rows == 1)
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{
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bool hasMin = TryGetValue(arguments, "Min", var min);
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@@ -93,7 +93,7 @@ namespace GlitchyEditor
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public this(EditorContentManager contentManager) : base("Editor")
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{
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Application.Get().Window.IsVSync = false;
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Application.Get().Window.IsVSync = true;
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_contentManager = contentManager;
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@@ -45,6 +45,11 @@ namespace GlitchyEngine.Renderer
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}
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}
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public bool TryGetVariable(String name, out BufferVariable variable)
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{
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return _nameToVariable.TryGetValue(name, out variable);
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}
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public BufferVariable this[String name] => _nameToVariable[name];
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public List<BufferVariable>.Enumerator GetEnumerator()
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@@ -40,21 +40,29 @@ namespace GlitchyEngine.Renderer
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if (_width == 0 || _height == 0)
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{
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SamplerStateDescription desc = .();
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desc.MinFilter = .Point;
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desc.MagFilter = .Point;
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SamplerStateDescription samplerDesc = .();
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samplerDesc.MinFilter = .Point;
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samplerDesc.MagFilter = .Point;
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RenderTargetGroupDescription targetDesc = .(width, height,
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TargetDescription[](
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.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = desc},
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.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = desc},
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.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = desc},
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.(RenderTargetFormat.R32G32B32A32_Float){SamplerDescription = desc},
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.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = desc},
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.(RenderTargetFormat.R32_UInt){SamplerDescription = desc, ClearColor = .UInt(uint32.MaxValue)},
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// RGB: Albedo A: Transparency
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.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = samplerDesc},
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// RG: TextureNormal.XY | BA: GeoNrm.XY
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.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = samplerDesc},
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// R: GeoNrm.Z | GBA: GeoTan.XYZ
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.(RenderTargetFormat.R16G16B16A16_SNorm){SamplerDescription = samplerDesc},
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// RGB: world position XYZ | A: 1.0
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.(RenderTargetFormat.R32G32B32A32_Float){SamplerDescription = samplerDesc},
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// RGB: emissive light and color | A: unused
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.(RenderTargetFormat.R16G16B16A16_Float){SamplerDescription = samplerDesc},
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// R: Metallicity | G: Roughness | B: Ambient | A: Unused
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.(RenderTargetFormat.R8G8B8A8_UNorm){SamplerDescription = samplerDesc},
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// EntityId : Needed for editor picking. Simply pass through the EntityId.
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.(RenderTargetFormat.R32_UInt){SamplerDescription = samplerDesc, ClearColor = .UInt(uint32.MaxValue)},
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),
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TargetDescription(.D24_UNorm_S8_UInt){
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SamplerDescription = desc,
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SamplerDescription = samplerDesc,
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ClearColor = .DepthStencil(1.0f, 0)
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});
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Target = new RenderTargetGroup(targetDesc);
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@@ -348,7 +356,8 @@ namespace GlitchyEngine.Renderer
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fsEffect.SetTexture("GBuffer_Normal", _gBuffer.Target, 1);
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fsEffect.SetTexture("GBuffer_Tangent", _gBuffer.Target, 2);
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fsEffect.SetTexture("GBuffer_Position", _gBuffer.Target, 3);
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fsEffect.SetTexture("GBuffer_Material", _gBuffer.Target, 4);
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fsEffect.SetTexture("GBuffer_Emissive", _gBuffer.Target, 4);
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fsEffect.SetTexture("GBuffer_Material", _gBuffer.Target, 5);
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fsEffect.Variables["LightColor"].SetData(light.Light.Color);
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fsEffect.Variables["Illuminance"].SetData(light.Light.Illuminance);
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@@ -369,7 +378,7 @@ namespace GlitchyEngine.Renderer
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_lights.Clear();
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// Copy EntityIDs to compositionTarget
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_gBuffer.Target.CopyTo(_sceneConstants.CompositionTarget, 1, Int2.Zero, Int2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height), Int2.Zero, 5);
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_gBuffer.Target.CopyTo(_sceneConstants.CompositionTarget, 1, Int2.Zero, Int2(_sceneConstants.CameraTarget.Width, _sceneConstants.CameraTarget.Height), Int2.Zero, 6);
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RenderCommand.SetBlendState(_gBufferBlend);
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