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https://github.com/aharabada/glitchy-engine-beef.git
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MeshRendererComponentEditor
- Explicit conversion from VectorX to float[X] - Expose "Columns" and "Rows" properties of BufferVariable - Effects: VariableDescriptors
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@@ -23,13 +23,22 @@ cbuffer SceneConstants
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cbuffer ObjectConstants
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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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float3x3 Transform_InvT;
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}
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cbuffer Constants
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{
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#EditorVariable{ Name = "AlbedoColor"; Preview = "Albedo Color"; Type="Color" }
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float4 AlbedoColor = float4(1.0, 1.0, 1.0, 1.0);
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#EditorVariable{ Name = "NormalScaling"; Preview = "Normal Scaling" }
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float2 NormalScaling = float2(1.0, 1.0);
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#EditorVariable{ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f }
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float MetallicFactor = 1.0;
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#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 AmbientFactor = 1.0;
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}
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@@ -62,7 +71,7 @@ PS_IN VS(VS_IN input)
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output.Position = mul(ViewProjection, worldPosition);
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output.WorldPosition = worldPosition.xyz / worldPosition.w;
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output.Normal = mul(input.Normal, (float3x3)Transform);
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output.Normal = mul(Transform_InvT, input.Normal);
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output.Tangent = mul((float3x3)Transform, input.Tangent);
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// TODO: output.Handedness = input.Tangent.w
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@@ -91,7 +100,7 @@ PS_OUT PS(PS_IN input)
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// TODO: float3 bitangent = input.Handedness * cross(normal, tangent);
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float3 bitangent = -cross(normal, tangent);
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float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
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//float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
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//tangentTransform = transpose(tangentTransform);
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float4 texAlbedo = AlbedoTexture.Sample(AlbedoSampler, input.TexCoord);
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