Specular support. Some edits to EditorTestWorld.xml aswell as some debugmodes for textures in the model component
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@@ -10,7 +10,8 @@ uniform vec4 FillColor;
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uniform float FillPercentage;
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layout (binding = 0) uniform sampler2D DiffuseTexture;
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layout (binding = 1) uniform sampler2D NormalMapTexture;
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layout (binding = 2) uniform sampler2D GlowMapTexture;
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layout (binding = 2) uniform sampler2D SpecularMapTexture;
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layout (binding = 3) uniform sampler2D GlowMapTexture;
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#define TILE_SIZE 16
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@@ -116,6 +117,7 @@ void main()
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{
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vec4 diffuseTexel = texture2D(DiffuseTexture, Input.TextureCoordinate);
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vec4 glowTexel = texture2D(GlowMapTexture, Input.TextureCoordinate);
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vec4 specularTexel = texture2D(SpecularMapTexture, Input.TextureCoordinate);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, NormalMapTexture);
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//vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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@@ -149,7 +151,7 @@ void main()
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}
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vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + totalLighting.Specular) * diffuseTexel * Color;
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vec4 color_result = (DiffuseColor + Input.ExplosionColor) * (totalLighting.Diffuse + (totalLighting.Specular * specularTexel)) * diffuseTexel * Color;
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float pos = ((P * vec4(Input.Position, 1)).y + 1.0)/2.0;
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