Update compiled brute shader
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@@ -129,7 +129,7 @@ void closesthit(inout RayPayload payload, in BuiltInTriangleIntersectionAttribut
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uint2 size;
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mytexture0.GetDimensions(size.x, size.y);
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float3 texpaint0 = pow(mytexture0.Load(uint3(tex_coord * size, 0)).rgb, 2.2);
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float3 texpaint0 = mytexture0.Load(uint3(tex_coord * size, 0)).rgb;
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float3 texpaint1 = mytexture1.Load(uint3(tex_coord * size, 0)).rgb;
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float3 texpaint2 = mytexture2.Load(uint3(tex_coord * size, 0)).rgb;
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float3 color = payload.color.rgb * texpaint0.rgb;
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@@ -9,9 +9,9 @@ void create_basis(float3 normal, out float3 tangent, out float3 binormal) {
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// normalize(float3(0.0, normal.z, -normal.y)) :
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// normalize(float3(-normal.z, 0.0, normal.x));
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// binormal = cross(normal, tangent);
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float3 c1 = cross(normal, float3(0.0, 0.0, 1.0));
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float3 c2 = cross(normal, float3(0.0, 1.0, 0.0));
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tangent = length(c1) > length(c2) ? c1 : c2;
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float3 v1 = cross(normal, float3(0.0, 0.0, 1.0));
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float3 v2 = cross(normal, float3(0.0, 1.0, 0.0));
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tangent = length(v1) > length(v2) ? v1 : v2;
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binormal = cross(tangent, normal);
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}
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