refactor: externalize builtin forward-lit shader asset
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// XC_BUILTIN_FORWARD_LIT_D3D12_VS
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Texture2D gBaseColorTexture : register(t1);
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SamplerState gLinearSampler : register(s1);
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cbuffer PerObjectConstants : register(b1) {
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float4x4 gProjectionMatrix;
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float4x4 gViewMatrix;
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float4x4 gModelMatrix;
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float4x4 gNormalMatrix;
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float4 gMainLightDirectionAndIntensity;
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float4 gMainLightColorAndFlags;
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};
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cbuffer MaterialConstants : register(b2) {
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float4 gBaseColorFactor;
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};
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struct VSInput {
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float3 position : POSITION;
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float3 normal : NORMAL;
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float2 texcoord : TEXCOORD0;
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};
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struct PSInput {
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float4 position : SV_POSITION;
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float3 normalWS : TEXCOORD0;
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float2 texcoord : TEXCOORD1;
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};
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PSInput MainVS(VSInput input) {
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PSInput output;
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float4 positionWS = mul(gModelMatrix, float4(input.position, 1.0f));
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float4 positionVS = mul(gViewMatrix, positionWS);
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output.position = mul(gProjectionMatrix, positionVS);
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output.normalWS = mul((float3x3)gNormalMatrix, input.normal);
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output.texcoord = input.texcoord;
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return output;
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}
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