// FIXME: Should probably be renamed as we don't need rayIntersection as input anymore (neither do we need incidentDirection) void BuildFragInputsFromIntersection(IntersectionVertex currentVertex, float3 incidentDirection, out FragInputs outFragInputs) { outFragInputs.positionSS = float4(0.0, 0.0, 0.0, 0.0); outFragInputs.positionRWS = WorldRayOrigin() + WorldRayDirection() * RayTCurrent(); outFragInputs.texCoord0 = currentVertex.texCoord0; outFragInputs.texCoord1 = currentVertex.texCoord1; outFragInputs.texCoord2 = currentVertex.texCoord2; outFragInputs.texCoord3 = currentVertex.texCoord3; outFragInputs.color = currentVertex.color; float3 normalWS = normalize(mul(currentVertex.normalOS, (float3x3)WorldToObject3x4())); float3 tangentWS = normalize(mul(currentVertex.tangentOS.xyz, (float3x3)WorldToObject3x4())); outFragInputs.tangentToWorld = CreateTangentToWorld(normalWS, tangentWS, sign(currentVertex.tangentOS.w)); outFragInputs.isFrontFace = dot(incidentDirection, outFragInputs.tangentToWorld[2]) < 0.0f; }