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@ -113,10 +113,6 @@ void main()
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applyOcclusionDiscard(orthoDepthMapCoord, texture2D(orthoDepthMap, orthoDepthMapCoord.xy * 0.5 + 0.5).r);
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#endif
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#if @diffuseMap
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vec2 adjustedDiffuseUV = diffuseMapUV;
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#endif
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vec3 normal = normalize(passNormal);
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vec3 viewVec = normalize(passViewPos.xyz);
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@ -131,11 +127,24 @@ void main()
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normal = normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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#endif
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#if @parallax
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#if !@diffuseMap
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gl_FragData[0] = vec4(1.0);
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#else
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vec2 adjustedDiffuseUV = diffuseMapUV;
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#if @normalMap && (@parallax || @diffuseParallax)
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vec3 cameraPos = (gl_ModelViewMatrixInverse * vec4(0,0,0,1)).xyz;
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vec3 objectPos = (gl_ModelViewMatrixInverse * vec4(passViewPos, 1)).xyz;
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vec3 eyeDir = normalize(cameraPos - objectPos);
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vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a, (passTangent.w > 0.0) ? -1.f : 1.f);
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#if @parallax
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float height = normalTex.a;
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float flipY = (passTangent.w > 0.0) ? -1.f : 1.f;
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#else
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float height = texture2D(diffuseMap, diffuseMapUV).a;
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// FIXME: shouldn't be necessary, but in this path false-positives are common
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float flipY = -1.f;
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#endif
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vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, height, flipY);
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adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
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// TODO: check not working as the same UV buffer is being bound to different targets
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@ -149,14 +158,16 @@ void main()
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#endif
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vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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#if @diffuseMap
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gl_FragData[0] = texture2D(diffuseMap, adjustedDiffuseUV);
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gl_FragData[0].a *= coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
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vec4 diffuseTex = texture2D(diffuseMap, adjustedDiffuseUV);
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gl_FragData[0].xyz = diffuseTex.xyz;
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#if !@diffuseParallax
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gl_FragData[0].a = diffuseTex.a * coveragePreservingAlphaScale(diffuseMap, adjustedDiffuseUV);
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#else
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gl_FragData[0] = vec4(1.0);
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gl_FragData[0].a = 1.0;
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#endif
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#endif
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vec3 viewNormal = normalize(gl_NormalMatrix * normal);
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vec4 diffuseColor = getDiffuseColor();
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gl_FragData[0].a *= diffuseColor.a;
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