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Fixing the normal map computation
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parent
f20e1a727e
commit
0e25b7bd35
2 changed files with 2 additions and 3 deletions
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@ -154,8 +154,7 @@ vec3 fetchLightmapMap(vec2 uv) {
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vec3 normalizedTangent = normalize(<$interpolatedTangent$>.xyz);
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vec3 normalizedTangent = normalize(<$interpolatedTangent$>.xyz);
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 normalizedBitangent = normalize(cross(normalizedNormal, normalizedTangent));
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vec3 localNormal = <$fetchedNormal$>;
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vec3 localNormal = <$fetchedNormal$>;
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<$normal$> = vec3(normalizedTangent * localNormal.x + normalizedBitangent * localNormal.y + normalizedNormal * localNormal.z);
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<$normal$> = vec3(normalizedTangent * localNormal.x + normalizedNormal * localNormal.y + normalizedBitangent * localNormal.z);
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// <$normal$> = fetchedNormal;
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}
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}
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<@endfunc@>
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<@endfunc@>
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@ -62,7 +62,7 @@ void main(void) {
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vec4 color = vec4(evalSkyboxGlobalColor(
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vec4 color = vec4(evalSkyboxGlobalColor(
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cam._viewInverse,
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cam._viewInverse,
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1.0,
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1.0,
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1.0,
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occlusionTex,
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fragPosition,
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fragPosition,
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fragNormal,
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fragNormal,
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albedo,
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albedo,
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