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@@ -38,7 +38,7 @@ technique IrradianceComputeSHFrag
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SHVector shBasis = SHBasis(dir);
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float3 radiance = gInputTex.SampleLevel(gInputSamp, dir, 0).rgb;
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-
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+
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float4 output;
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output.r = shBasis.v[gCoeffIdx] * radiance.r * weight;
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output.g = shBasis.v[gCoeffIdx] * radiance.g * weight;
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