Some more optimization and fixed sorting of render job objects in RenderSystem
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@@ -118,7 +118,12 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
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return result;
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}
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#include "Shaders/Util/CommonUniforms.glsl"
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vec4 CalcNormalMappedValue(vec3 normal, vec3 tangent, vec3 bitangent, vec2 textureCoordinate, sampler2D normalMap)
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{
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mat3 TBN = mat3(tangent, bitangent, normal);
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vec3 NormalMap = texture(normalMap, textureCoordinate).xyz * 2.0 - vec3(1.0);
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return vec4(TBN * normalize(NormalMap), 0.0);
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}
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void main()
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{
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@@ -1,6 +1,5 @@
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#version 430
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#include "StandarUniform.glsl"
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layout(location = PVM_UNIFORM_LOCATION) uniform mat4 PVM;
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uniform mat4 PVM;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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@@ -1,6 +1,5 @@
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#version 430
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#include "StandarUniform.glsl"
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layout(location = PVM_UNIFORM_LOCATION) uniform mat4 PVM;
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uniform mat4 PVM;
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uniform mat4 Bones[100];
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layout(location = 0) in vec3 Position;
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