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Recompute Y from X/Z for normal maps
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1 changed files with 3 additions and 1 deletions
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@ -64,7 +64,9 @@ float fetchRoughnessMap(vec2 uv) {
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uniform sampler2D normalMap;
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uniform sampler2D normalMap;
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vec3 fetchNormalMap(vec2 uv) {
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vec3 fetchNormalMap(vec2 uv) {
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// unpack normal, swizzle to get into hifi tangent space with Y axis pointing out
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// unpack normal, swizzle to get into hifi tangent space with Y axis pointing out
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return normalize(texture(normalMap, uv).rbg -vec3(0.5, 0.5, 0.5));
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vec2 t = 2.0 * (texture(normalMap, uv).rg - vec2(0.5, 0.5));
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vec2 t2 = t*t;
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return normalize(vec3(t.x, sqrt(1 - t2.x - t2.y), t.y));
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}
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}
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<@endif@>
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<@endif@>
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