Debug options: Stop moving light, camera and cubes.
F1 to have free camera
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@@ -21,6 +21,10 @@ Output main(uint vertexIndex : SV_VertexID)
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float3 normal = asfloat(buffer.Load3(offset + 12));
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float4 col = asfloat(buffer.Load4(offset + 24));
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// Fetch Model Matrix
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StructuredBuffer<TransformData> transformsBuffer = ResourceDescriptorHeap[TransformsBufferIndex];
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float4x4 Model = transformsBuffer[MeshIndex].Model;
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float4 worldPos = mul(Model, float4(pos, 1.0f));
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output.Position = mul(ViewProjection, worldPos);
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output.Color = col;
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