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- model normals fix
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1 changed files with 14 additions and 2 deletions
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@ -5,8 +5,8 @@ layout(location = 1) in vec4 vColor;
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layout(location = 2) in vec4 pixelpos;
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layout(location = 2) in vec4 pixelpos;
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layout(location = 3) in vec3 glowdist;
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layout(location = 3) in vec3 glowdist;
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layout(location = 4) in vec3 gradientdist;
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layout(location = 4) in vec3 gradientdist;
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layout(location = 5) in vec4 vWorldNormal;
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layout(location = 5) in vec4 vWorldNormalOrig;
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layout(location = 6) in vec4 vEyeNormal;
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layout(location = 6) in vec4 vEyeNormalOrig;
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layout(location = 9) in vec3 vLightmap;
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layout(location = 9) in vec3 vLightmap;
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#ifdef NO_CLIPDISTANCE_SUPPORT
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#ifdef NO_CLIPDISTANCE_SUPPORT
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@ -20,6 +20,9 @@ layout(location=1) out vec4 FragFog;
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layout(location=2) out vec4 FragNormal;
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layout(location=2) out vec4 FragNormal;
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#endif
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#endif
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vec4 vWorldNormal;
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vec4 vEyeNormal;
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struct Material
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struct Material
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{
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{
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vec4 Base;
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vec4 Base;
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@ -720,6 +723,15 @@ void main()
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if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard;
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if (ClipDistanceA.x < 0 || ClipDistanceA.y < 0 || ClipDistanceA.z < 0 || ClipDistanceA.w < 0 || ClipDistanceB.x < 0) discard;
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#endif
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#endif
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// Flip normal if it is facing away from the camera
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vWorldNormal = vWorldNormalOrig;
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vEyeNormal = vEyeNormalOrig;
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if (dot(uCameraPos.xyz - pixelpos.xyz, vWorldNormal.xyz) < 0)
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{
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vWorldNormal.xyz = -vWorldNormal.xyz;
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vEyeNormal.xyz = -vEyeNormal.xyz;
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}
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#ifndef LEGACY_USER_SHADER
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#ifndef LEGACY_USER_SHADER
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Material material;
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Material material;
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