Refactor material shaders generator to use modular features as extensions
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@@ -173,24 +173,4 @@ float3 AOMultiBounce(float visibility, float3 albedo)
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return max(visibility, ((visibility * a + b) * visibility + c) * visibility);
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}
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#if CAN_USE_LIGHTMAP
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// Evaluates the H-Basis coefficients in the tangent space normal direction
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float3 GetHBasisIrradiance(in float3 n, in float3 h0, in float3 h1, in float3 h2, in float3 h3)
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{
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float3 color = 0.0f;
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// Band 0
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color += h0 * (1.0f / sqrt(2.0f * PI));
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// Band 1
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color += h1 * -sqrt(1.5f / PI) * n.y;
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color += h2 * sqrt(1.5f / PI) * (2 * n.z - 1.0f);
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color += h3 * -sqrt(1.5f / PI) * n.x;
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return color;
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}
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#endif
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#endif
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