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https://github.com/MaSzyna-EU07/maszyna.git
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feat(track): parallax track materials blended at the joints
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22
shaders/mat_trackblend_parallax.frag
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22
shaders/mat_trackblend_parallax.frag
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@@ -0,0 +1,22 @@
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// the rails of a track of a parallax material faded into those of the tracks joined at its ends, see trackblend.glsl
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#define TRACKBLEND_NORMALMAP 1
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#define TRACKBLEND_PARALLAX 1
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#param (height_scale, 2, 1, 1, zero)
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#param (height_offset, 2, 2, 1, zero)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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#texture (diffuse1, 1, sRGB_A)
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uniform sampler2D diffuse1;
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#texture (diffuse2, 2, sRGB_A)
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uniform sampler2D diffuse2;
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#texture (diffuse3, 3, sRGB_A)
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uniform sampler2D diffuse3;
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#texture (normalmap, 4, RGBA)
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uniform sampler2D normalmap;
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#texture (normalmap1, 5, RGBA)
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uniform sampler2D normalmap1;
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#texture (normalmap2, 6, RGBA)
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uniform sampler2D normalmap2;
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#texture (normalmap3, 7, RGBA)
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uniform sampler2D normalmap3;
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#include <trackblend.glsl>
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23
shaders/mat_trackblend_parallax_grain.frag
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23
shaders/mat_trackblend_parallax_grain.frag
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@@ -0,0 +1,23 @@
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// the ballast of a track of a parallax material mixed in grains into that of the tracks joined at its ends, see trackblend.glsl
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#define TRACKBLEND_GRAIN 1
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#define TRACKBLEND_NORMALMAP 1
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#define TRACKBLEND_PARALLAX 1
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#param (height_scale, 2, 1, 1, zero)
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#param (height_offset, 2, 2, 1, zero)
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#texture (diffuse, 0, sRGB_A)
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uniform sampler2D diffuse;
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#texture (diffuse1, 1, sRGB_A)
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uniform sampler2D diffuse1;
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#texture (diffuse2, 2, sRGB_A)
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uniform sampler2D diffuse2;
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#texture (diffuse3, 3, sRGB_A)
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uniform sampler2D diffuse3;
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#texture (normalmap, 4, RGBA)
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uniform sampler2D normalmap;
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#texture (normalmap1, 5, RGBA)
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uniform sampler2D normalmap1;
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#texture (normalmap2, 6, RGBA)
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uniform sampler2D normalmap2;
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#texture (normalmap3, 7, RGBA)
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uniform sampler2D normalmap3;
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#include <trackblend.glsl>
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@@ -6,12 +6,16 @@
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// mat_default, 1 normalmap, 2 sunlessnormalmap, 3 shadowlessnormalmap
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// TRACKBLEND_SPECGLOSS the specgloss map of the track itself as well, the textures of the ends p1 and p2 alone (no room
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// for a third set of them)
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// TRACKBLEND_PARALLAX with the normal maps, as mat_parallax: each texture shifted by the heights in its own normal map
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in vec3 f_normal;
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in vec2 f_coord;
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in vec4 f_pos;
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#ifdef TRACKBLEND_NORMALMAP
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in mat3 f_tbn;
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#endif
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#ifdef TRACKBLEND_PARALLAX
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in vec3 TangentFragPos;
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#endif
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in vec4 f_clip_pos;
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in vec4 f_clip_future_pos;
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@@ -77,6 +81,49 @@ float grain_value(vec2 p)
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}
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#endif
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#ifdef TRACKBLEND_PARALLAX
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// the texture coordinates shifted by the heights (b) of the normal map, as ParallaxMapping() of mat_parallax.frag
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vec2 parallax_coord(sampler2D heights, vec2 coord, vec3 viewdir, vec2 dcoorddx, vec2 dcoorddy)
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{
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float pos_len = length(f_pos.xyz);
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if (pos_len > 100.0)
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return coord;
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float fade = 1.0 - smoothstep(80.0, 100.0, pos_len);
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#if EXTRAEFFECTS_ENABLED
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const float minLayers = 8.0;
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const float maxLayers = 32.0;
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float LayersWeight = pos_len / 20.0;
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vec2 currentTexCoords = coord;
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float currentDepthMapValue = textureGrad(heights, currentTexCoords, dcoorddx, dcoorddy).b;
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LayersWeight = min(abs(dot(vec3(0.0, 0.0, 1.0), viewdir)), LayersWeight);
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float numLayers = mix(maxLayers, minLayers, clamp(LayersWeight, 0.0, 1.0));
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float layerDepth = 1.0 / numLayers;
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float currentLayerDepth = 0.0;
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vec2 P = viewdir.xy * param[2].y * fade;
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vec2 deltaTexCoords = P / numLayers;
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while (currentLayerDepth < currentDepthMapValue)
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{
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currentTexCoords -= deltaTexCoords;
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currentDepthMapValue = textureGrad(heights, currentTexCoords, dcoorddx, dcoorddy).b;
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currentLayerDepth += layerDepth;
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}
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vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
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float afterDepth = currentDepthMapValue - currentLayerDepth;
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float beforeDepth = textureGrad(heights, prevTexCoords, dcoorddx, dcoorddy).b - currentLayerDepth + layerDepth;
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float weight = afterDepth / (afterDepth - beforeDepth);
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return prevTexCoords * weight + currentTexCoords * (1.0 - weight);
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#else
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float height = textureGrad(heights, coord, dcoorddx, dcoorddy).b;
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vec2 p = viewdir.xy / viewdir.z * (height * (param[2].y - param[2].z) * 0.2) * fade;
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return coord - p;
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#endif
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}
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// each texture at the coordinates shifted by the heights of its own normal map
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#define TRACKBLEND_COORD(heights) parallax_coord(heights, f_coord, viewdir, dx, dy)
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#else
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#define TRACKBLEND_COORD(heights) f_coord
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#endif
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void main()
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{
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#ifdef TRACKBLEND_SPECGLOSS
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@@ -93,15 +140,19 @@ void main()
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// the gradients are taken outside the branches the textures are sampled in
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vec2 dx = dFdx(f_coord);
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vec2 dy = dFdy(f_coord);
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#ifdef TRACKBLEND_PARALLAX
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vec3 viewdir = normalize(vec3(0.0) - TangentFragPos);
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#endif
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#ifdef TRACKBLEND_GRAIN
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vec2 grainpos = f_coord * GRAIN_CELLS;
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// grains smaller than a pixel would shimmer, there the textures fade into each other instead
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float footprint = max(length(dx), length(dy)) * GRAIN_CELLS;
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float grained = 1.0 - smoothstep(0.35, 0.9, footprint);
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#endif
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vec4 tex_color = textureGrad(diffuse, f_coord, dx, dy);
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vec2 coord = TRACKBLEND_COORD(normalmap);
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vec4 tex_color = textureGrad(diffuse, coord, dx, dy);
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#ifdef TRACKBLEND_NORMALMAP
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vec4 tex_normal = textureGrad(normalmap, f_coord, dx, dy);
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vec4 tex_normal = textureGrad(normalmap, coord, dx, dy);
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#endif
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if (total > 0.0)
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{
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@@ -120,24 +171,27 @@ void main()
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#endif
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if (weights.x > 0.0)
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{
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blended += textureGrad(diffuse1, f_coord, dx, dy) * weights.x;
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vec2 coord1 = TRACKBLEND_COORD(normalmap1);
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blended += textureGrad(diffuse1, coord1, dx, dy) * weights.x;
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#ifdef TRACKBLEND_NORMALMAP
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blendednormal += textureGrad(normalmap1, f_coord, dx, dy) * weights.x;
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blendednormal += textureGrad(normalmap1, coord1, dx, dy) * weights.x;
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#endif
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}
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if (weights.y > 0.0)
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{
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blended += textureGrad(diffuse2, f_coord, dx, dy) * weights.y;
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vec2 coord2 = TRACKBLEND_COORD(normalmap2);
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blended += textureGrad(diffuse2, coord2, dx, dy) * weights.y;
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#ifdef TRACKBLEND_NORMALMAP
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blendednormal += textureGrad(normalmap2, f_coord, dx, dy) * weights.y;
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blendednormal += textureGrad(normalmap2, coord2, dx, dy) * weights.y;
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#endif
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}
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#ifndef TRACKBLEND_SPECGLOSS
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if (weights.z > 0.0)
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{
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blended += textureGrad(diffuse3, f_coord, dx, dy) * weights.z;
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vec2 coord3 = TRACKBLEND_COORD(normalmap3);
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blended += textureGrad(diffuse3, coord3, dx, dy) * weights.z;
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#ifdef TRACKBLEND_NORMALMAP
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blendednormal += textureGrad(normalmap3, f_coord, dx, dy) * weights.z;
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blendednormal += textureGrad(normalmap3, coord3, dx, dy) * weights.z;
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#endif
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}
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#endif
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@@ -159,7 +213,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * tex_normal.a;
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#ifdef TRACKBLEND_SPECGLOSS
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vec4 tex_specgloss = textureGrad(specgloss, f_coord, dx, dy);
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vec4 tex_specgloss = textureGrad(specgloss, coord, dx, dy);
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float specularity = tex_specgloss.r;
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glossiness = tex_specgloss.g * abs(param[1].w);
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metalic = tex_specgloss.b;
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