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Switched to bool in shader while sending ints!
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@@ -27,12 +27,12 @@ SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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float hasAlbedo;
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bool hasAlbedo;
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float3 albedo;
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int hasNormal;
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int hasMetalness;
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int hasRoughness;
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int hasAO;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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@@ -27,12 +27,12 @@ SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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float hasAlbedo;
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bool hasAlbedo;
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float3 albedo;
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int hasNormal;
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int hasMetalness;
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int hasRoughness;
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int hasAO;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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@@ -27,12 +27,12 @@ SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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float hasAlbedo;
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bool hasAlbedo;
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float3 albedo;
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int hasNormal;
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int hasMetalness;
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int hasRoughness;
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int hasAO;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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@@ -27,12 +27,12 @@ SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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float hasAlbedo;
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bool hasAlbedo;
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float3 albedo;
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int hasNormal;
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int hasMetalness;
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int hasRoughness;
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int hasAO;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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@@ -116,9 +116,8 @@ PSOutput main(PSInput input)
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{
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// Sample from texture.
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}
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normal = mul(input.TBN, normal);
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normal = normal / 2.0f + 0.5f;
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normal = input.Normal / 2.0f + 0.5f;
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output.oNormal = float4(normal, 1.0f);
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// MATERIAL
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@@ -27,12 +27,12 @@ SamplerState mySampler : register(s0);
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// Materials
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struct Material
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{
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float hasAlbedo;
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bool hasAlbedo;
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float3 albedo;
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int hasNormal;
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int hasMetalness;
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int hasRoughness;
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int hasAO;
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bool hasNormal;
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bool hasMetalness;
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bool hasRoughness;
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bool hasAO;
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float metalnessValue;
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float roughnessValue;
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float aoValue;
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