Merge remote-tracking branch 'origin/Render_Optimization' into RendererBugFixes
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@@ -118,12 +118,7 @@ LightResult CalcDirectionalLightSource(vec4 direction, vec4 color, float intensi
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return result;
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}
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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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#include "Shaders/Util/CommonUniforms.glsl"
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void main()
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{
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@@ -183,6 +178,7 @@ void main()
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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 = CommonUniforms.testColour;
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//sceneColor = vec4(reflectionColor.xyz, 1);
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color_result.xyz += glowTexel.xyz*GlowIntensity;
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@@ -0,0 +1,6 @@
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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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