Moved ViewSpacePosition calculation from fragmenst shader to vertexshader
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@@ -2,8 +2,6 @@
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#define MIN_AMBIENT_LIGHT 0.3
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#define MAX_SPLITS 4
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uniform mat4 VM;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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@@ -80,6 +78,7 @@ layout (std430, binding = 4) buffer LightIndexBuffer
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in VertexData{
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vec3 Position;
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vec4 ViewSpacePosition;
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vec3 Normal;
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vec3 Tangent;
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vec3 BiTangent;
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@@ -193,13 +192,12 @@ void main()
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GlowUVRepeat1, GlowUVRepeat2, GlowUVRepeat3);
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vec4 specularTexel = CalcBlendedTexel(splatTexel, SpecularMapTexture1, SpecularMapTexture2, SpecularMapTexture3,
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SpecularUVRepeat1, SpecularUVRepeat2, SpecularUVRepeat3);
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vec4 position = VM * vec4(Input.Position, 1.0);
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//vec4 normal = V * CalcNormalMappedValue(Input.Normal, Input.Tangent, Input.BiTangent, Input.TextureCoordinate, SplatMapTexture);
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vec4 normal = V * CalcBlendedNormal(splatTexel, NormalMapTexture1, NormalMapTexture2, NormalMapTexture3,
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NormalUVRepeat1, NormalUVRepeat2, NormalUVRepeat3);
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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(-Input.ViewSpacePosition);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/TILE_SIZE);
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@@ -220,7 +218,7 @@ void main()
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LightResult light_result;
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//These if statements should be removed.
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if(light.Type == 1) { // point
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light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, position, normal, light.Falloff);
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light_result = CalcPointLightSource(V * light.Position, light.Radius, light.Color, light.Intensity, viewVec, Input.ViewSpacePosition, normal, light.Falloff);
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} else if (light.Type == 2) { //Directional
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light_result = CalcDirectionalLightSource(V * light.Direction, light.Color, light.Intensity, viewVec, normal);
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}
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