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MikhailGorobetsTheMostDiligent
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Tutorial27_PostProcessing: Fixed shader compilation in Web
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Tutorials/Tutorial27_PostProcessing/assets/shaders/ComputeLighting.fx

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@@ -49,17 +49,17 @@ float3 FresnelSchlickRoughness(float CosTheta, float3 F0, float roughness)
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float3 SampleEnvironmentMap(float3 Coord)
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{
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return g_PBRRendererAttibs.IBLScale * g_TextureEnvironmentMap.SampleLevel(g_TextureEnvironmentMap_sampler, float3(+1.0, -1.0, +1.0) * Coord, 0.0);
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return g_PBRRendererAttibs.IBLScale.xyz * g_TextureEnvironmentMap.SampleLevel(g_TextureEnvironmentMap_sampler, float3(+1.0, -1.0, +1.0) * Coord, 0.0);
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}
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float3 SampleIrradianceMap(float3 Coord)
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{
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return g_PBRRendererAttibs.IBLScale * g_TextureIrradianceMap.Sample(g_TextureIrradianceMap_sampler, float3(+1.0, -1.0, +1.0) * Coord);
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return g_PBRRendererAttibs.IBLScale.xyz * g_TextureIrradianceMap.Sample(g_TextureIrradianceMap_sampler, float3(+1.0, -1.0, +1.0) * Coord);
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}
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float3 SamplePrefilteredEnvironmentMap(float3 Coord, float MipLevel)
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{
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return g_PBRRendererAttibs.IBLScale * g_TexturePrefilteredEnvironmentMap.SampleLevel(g_TexturePrefilteredEnvironmentMap_sampler, float3(+1.0, -1.0, +1.0) * Coord, MipLevel);
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return g_PBRRendererAttibs.IBLScale.xyz * g_TexturePrefilteredEnvironmentMap.SampleLevel(g_TexturePrefilteredEnvironmentMap_sampler, float3(+1.0, -1.0, +1.0) * Coord, MipLevel);
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}
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float2 SampleBRDFIntegrationMap(float2 Coord)

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