add MSAA, renderer2D, boundingbox
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@ -34,7 +34,7 @@ out VertexOutput
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void main()
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{
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vs_Output.WorldPosition = vec3(u_Transform * vec4(a_Position, 1.0));
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vs_Output.Normal = a_Normal;
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vs_Output.Normal = mat3(u_Transform) * a_Normal;
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vs_Output.TexCoord = vec2(a_TexCoord.x, 1.0 - a_TexCoord.y);
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vs_Output.WorldNormals = mat3(u_Transform) * mat3(a_Tangent, a_Binormal, a_Normal);
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vs_Output.WorldTransform = mat3(u_Transform);
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@ -271,7 +271,8 @@ vec3 Lighting(vec3 F0)
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vec3 IBL(vec3 F0, vec3 Lr)
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{
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vec3 irradiance = texture(u_EnvIrradianceTex, m_Params.Normal).rgb;
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vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
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// vec3 F = fresnelSchlickRoughness(F0, m_Params.NdotV, m_Params.Roughness);
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vec3 F = fresnelSchlick(F0, m_Params.NdotV);
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vec3 kd = (1.0 - F) * (1.0 - m_Params.Metalness);
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vec3 diffuseIBL = m_Params.Albedo * irradiance;
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@ -316,4 +317,5 @@ void main()
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vec3 iblContribution = IBL(F0, Lr);
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color = vec4(lightContribution + iblContribution, 1.0);
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color = vec4(iblContribution, 1.0);
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}
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