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@@ -28,7 +28,7 @@ VsOutput VertexShader(VsInput IN, uint instanceId : SV_InstanceID)
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#endif
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#endif
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ForwardPassOutput PixelShader(VsOutput IN, bool isFrontFace : SV_IsFrontFace)
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ForwardPassOutput PixelShader(VsOutput IN, bool isFrontFace : SV_IsFrontFace)
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{
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{
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- float3 views[SHADING_VIEW_COUNT];
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+ float3 views[MAX_SHADING_VIEWS];
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views[0] = ViewSrg::m_worldPosition.xyz; // Assume one view for forward pass for now
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views[0] = ViewSrg::m_worldPosition.xyz; // Assume one view for forward pass for now
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// ------- Geometry -> Surface -> Lighting -------
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// ------- Geometry -> Surface -> Lighting -------
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@@ -45,7 +45,7 @@ ForwardPassOutput PixelShader(VsOutput IN, bool isFrontFace : SV_IsFrontFace)
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real3 color = lightingData.diffuseLighting.rgb + lightingData.emissiveLighting.rgb;
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real3 color = lightingData.diffuseLighting.rgb + lightingData.emissiveLighting.rgb;
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- for(uint i = 0; i < SHADING_VIEW_COUNT; ++i)
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+ for(uint i = 0; i < GET_SHADING_VIEW_COUNT; ++i)
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color += lightingData.specularLighting[i];
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color += lightingData.specularLighting[i];
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#if ENABLE_MERGE_FILMIC_TONEMAP
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#if ENABLE_MERGE_FILMIC_TONEMAP
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