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@ -72,7 +72,8 @@ uniform float m_Shininess; |
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#endif |
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#endif |
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void main(){ |
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void main(){ |
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#ifdef NORMALMAP |
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#if !defined(VERTEX_LIGHTING) |
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#if defined(NORMALMAP) |
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mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz)); |
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mat3 tbnMat = mat3(normalize(vTangent.xyz) , normalize(vBinormal.xyz) , normalize(vNormal.xyz)); |
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if (!gl_FrontFacing) |
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if (!gl_FrontFacing) |
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@ -84,6 +85,7 @@ void main(){ |
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#else |
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#else |
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vec3 viewDir = normalize(-vPos.xyz); |
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vec3 viewDir = normalize(-vPos.xyz); |
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#endif |
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#endif |
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#endif |
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vec2 newTexCoord; |
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vec2 newTexCoord; |
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