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Z-normal reconstruction for water shader.
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@@ -52,7 +52,7 @@ void main()
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if (tex_color.a < opacity)
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discard;
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vec3 normal = f_normal;
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vec3 normal;
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normal.xy = (texture(normalmap, f_coord_p).rg * 2.0 - 1.0);
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normal.z = sqrt(1 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal_p = normalize(f_tbn * normalize(normal.xyz));
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@@ -56,7 +56,10 @@ void main()
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vec2 total_distorted_tex_coord = (texture(dudvmap, distorted_tex_coord).rg * 2.0 - 1.0 ) * param[2].y;
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texture_coords += total_distorted_tex_coord;
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normal_d = f_tbn * normalize(texture(normalmap, texture_coords).rgb * 2.0 - 1.0);
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vec3 normal;
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normal.xy = (texture(normalmap, texture_coords).rg * 2.0 - 1.0);
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normal.z = sqrt(1 - clamp((dot(normal.xy, normal.xy)), 0.0, 1.0));
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normal_d = normalize(f_tbn * normalize(normal.xyz));
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vec3 refvec = reflect(f_pos.xyz, normal_d);
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#if ENVMAP_ENABLED
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vec3 envcolor = texture(envmap, refvec).rgb;
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