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@ -85,7 +85,9 @@ void main()
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vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a);
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vec2 offset = getParallaxOffset(eyeDir, tbnTranspose, normalTex.a);
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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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adjustedDiffuseUV += offset; // only offset diffuse for now, other textures are more likely to be using a completely different UV set
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#if @diffuseMapUV == @normalMapUV
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// TODO: check not working as the same UV buffer is being bound to different targets
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// if diffuseMapUV == normalMapUV
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#if 1
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// fetch a new normal using updated coordinates
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// fetch a new normal using updated coordinates
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normalTex = texture2D(normalMap, adjustedDiffuseUV);
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normalTex = texture2D(normalMap, adjustedDiffuseUV);
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viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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viewNormal = gl_NormalMatrix * normalize(tbnTranspose * (normalTex.xyz * 2.0 - 1.0));
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