Normals scaling with model scale bug fixed.
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@@ -102,7 +102,7 @@ void main()
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{
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{
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vec4 texel = texture2D(texture0, Input.TextureCoordinate);
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vec4 texel = texture2D(texture0, Input.TextureCoordinate);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = V * vec4(Input.Normal, 0.0);
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vec4 normal = normalize(V * vec4(Input.Normal, 0.0));
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vec4 viewVec = normalize(-position);
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vec4 viewVec = normalize(-position);
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vec2 tilePos;
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vec2 tilePos;
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@@ -5,7 +5,7 @@ DrawColorCorrectionPass::DrawColorCorrectionPass(IRenderer* renderer)
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m_Renderer = renderer;
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m_Renderer = renderer;
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_ScreenQuad = ResourceManager::Load<Model>("Models/Core/ScreenQuad.obj");
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m_Exposure = 3; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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m_Exposure = 2; //TODO: Renderer: Fixa så att denna går att ändra på genom komponent eller setting.
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InitializeShaderPrograms();
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InitializeShaderPrograms();
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}
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}
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