Some groundwork for cubemaps.
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@@ -22,6 +22,7 @@ layout (binding = 1) uniform sampler2D DiffuseTexture;
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layout (binding = 2) uniform sampler2D NormalMapTexture;
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layout (binding = 3) uniform sampler2D SpecularMapTexture;
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layout (binding = 4) uniform sampler2D GlowMapTexture;
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layout (binding = 5) uniform samplerCube CubeMap;
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#define TILE_SIZE 16
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@@ -132,7 +133,9 @@ void main()
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vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate * NormalUVRepeat, NormalMapTexture);
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normal = normalize(normal);
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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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vec3 R = reflect(-viewVec.xyz, normal.xyz);
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vec4 reflectionColor = texture(CubeMap, R);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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@@ -171,7 +174,8 @@ void main()
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if(pos <= FillPercentage) {
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color_result += FillColor;
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}
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sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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//sceneColor = vec4(color_result.xyz, clamp(color_result.a, 0, 1));
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sceneColor = vec4(reflectionColor.xyz, 1);
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color_result += glowTexel*GlowIntensity;
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bloomColor = vec4(clamp(color_result.xyz - 1.0, 0, 100), clamp(color_result.a, 0, 1));
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