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@@ -0,0 +1,30 @@
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+<?xml version="1.0" encoding="UTF-8" ?>
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+<!-- This file is auto generated by ImporterMaterial.cpp -->
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+<material shaderProgram="shaders/GBufferGeneric.glslp">
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+ <mutators>
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+ <mutator name="DIFFUSE_TEX" value="1"/>
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+ <mutator name="SPECULAR_TEX" value="0"/>
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+ <mutator name="ROUGHNESS_TEX" value="1"/>
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+ <mutator name="METAL_TEX" value="0"/>
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+ <mutator name="NORMAL_TEX" value="1"/>
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+ <mutator name="PARALLAX" value="0"/>
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+ <mutator name="EMISSIVE_TEX" value="0"/>
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+ </mutators>
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+
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+ <inputs>
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+ <input shaderInput="mvp" builtin="MODEL_VIEW_PROJECTION_MATRIX"/>
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+ <input shaderInput="prevMvp" builtin="PREVIOUS_MODEL_VIEW_PROJECTION_MATRIX"/>
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+ <input shaderInput="rotationMat" builtin="ROTATION_MATRIX"/>
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+ <input shaderInput="globalSampler" builtin="GLOBAL_SAMPLER"/>
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+
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+
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+ <input shaderInput="diffTex" value="assets/sponza_bricks_a_diff_tga.ankitex"/>
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+ <input shaderInput="specColor" value="0.040000 0.040000 0.040000"/>
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+ <input shaderInput="roughnessTex" value="assets/sponza_arch_spec_tga.ankitex"/>
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+ <input shaderInput="metallic" value="0.000000" />
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+ <input shaderInput="normalTex" value="assets/sponza_bricks_a_ddn_tga.ankitex"/>
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+ <input shaderInput="emission" value="0.000000 0.000000 0.000000"/>
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+ <input shaderInput="subsurface" value="0.000000"/>
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+
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+ </inputs>
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+</material>
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