Improve DeferredShading demo
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6161bbec76
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@ -41,7 +41,7 @@ struct VertOut
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[entry(frag)]
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fn main(input: FragIn) -> FragOut
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{
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let BrightLuminance = 0.6;
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let BrightLuminance = 0.8;
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let BrightMiddleGrey = 0.5;
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let BrightThreshold = 0.7;
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@ -114,7 +114,7 @@ int main()
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std::shared_ptr<Nz::Mesh> planeMesh = std::make_shared<Nz::Mesh>();
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planeMesh->CreateStatic();
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planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(20.f, 20.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
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planeMesh->BuildSubMesh(Nz::Primitive::Plane(Nz::Vector2f(25.f, 25.f), Nz::Vector2ui(0u), Nz::Matrix4f::Rotate(Nz::EulerAnglesf(180.f, 0.f, 0.f)), Nz::Rectf(0.f, 0.f, 10.f, 10.f)), meshPrimitiveParams);
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//planeMesh->BuildSubMesh(Nz::Primitive::Cone(1.f, 1.f, 16, Nz::Matrix4f::Rotate(Nz::EulerAnglesf(90.f, 0.f, 0.f))), planeParams);
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planeMesh->SetMaterialCount(1);
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@ -977,7 +977,7 @@ int main()
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auto ComputeLightAnimationSpeed = [](const Nz::Vector3f& position)
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{
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return position.GetLength() / 10.f;
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return position.GetLength() / 15.f;
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};
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auto AnimateLightPosition = [](const Nz::Vector3f& position, float rotationSpeed, float elapsedTime)
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