improve rendering and physics
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@@ -19,6 +19,7 @@ COMMON {
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float4 m_vWorldPosition: POSITION;
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float4 m_vTexCoord: TEXCOORD0;
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float4 m_vNormal: NORMAL0;
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uint m_uInstance: SV_InstanceID;
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}
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}
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VS
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@@ -31,8 +32,10 @@ VS
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float3 m_vNormal: NORMAL0;
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}
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PS_INPUT vsMain( VS_INPUT input, uint uInstance: SV_InstanceID )
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PS_INPUT vsMain( VS_INPUT input, uint uInstance: SV_InstanceID, uint uBaseInstance: SV_StartInstanceLocation )
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{
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uint uInstance = uBaseInstance + uInstance;
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PS_INPUT output = {};
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output.m_vScreenPosition = float4(input.m_vPosition, 1);
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output.m_vScreenPosition = mul(
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@@ -53,6 +56,7 @@ VS
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g_modelData[uInstance].m_matRotation
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);
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output.m_vTexCoord = float4(input.m_vTexCoord, 0, 0);
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output.m_uInstance = uInstance;
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return output;
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}
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}
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@@ -69,10 +73,10 @@ PS
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float4 m_vWorldPosition: SV_Target2;
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}
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PS_OUTPUT psMain( PS_INPUT input, uint uInstance: SV_InstanceID )
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PS_OUTPUT psMain( PS_INPUT input )
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{
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PS_OUTPUT output = {};
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PerModelData data = g_modelData[uInstance];
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PerModelData data = g_modelData[input.m_uInstance];
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output.m_vAlbedo = g_textures[data.m_uAlbedo].Sample(g_textureSampler, input.m_vTexCoord.xy);
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output.m_vWorldPosition = input.m_vWorldPosition;
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output.m_vNormal = input.m_vNormal;
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