Shinemap math requires unmodified eye normals.
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3 changed files with 4 additions and 4 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.2.16 \cu(Sun 8 May 01:04:58 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.2.16 \cu(2022-05-08 01:04:58)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.2.16 r1 \cu(Sun 8 May 01:05:13 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.2.16 r1 \cu(2022-05-08 01:05:13)\c-";
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@ -2,7 +2,7 @@
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void SetupMaterial( inout Material mat )
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{
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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vec3 rnorm = normalize(vEyeNormalOrig.xyz)*vec3(1,-1,1);
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#ifdef BARRIER_MAP
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vec4 basemap = getTexel(rnorm.xy*.49+.5);
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basemap.rgb *= .25;
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@ -4,7 +4,7 @@ void SetupMaterial( inout Material mat )
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{
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vec4 base = getTexel(vTexCoord.st);
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float mask = texture(masktex,vTexCoord.st).x;
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vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1);
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vec3 rnorm = normalize(vEyeNormalOrig.xyz)*vec3(1,-1,1);
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mat.Base = vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a);
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mat.Normal = ApplyNormalMap(vTexCoord.st);
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if ( (uTextureMode&TEXF_Brightmap) != 0 )
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