Fixed warnings in Terrain shader.
Fixed the use of the first diffuse map Fixed the camera positioning in the TestSpotLightTerrain
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@ -98,7 +98,7 @@ public class TestSpotLightTerrain extends SimpleApplication {
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ambLight.setColor(ColorRGBA.Black);
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rootNode.addLight(ambLight);
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cam.setLocation(new Vector3f(-41.219646f, -84.8363f, -171.67267f));
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cam.setLocation(new Vector3f(-41.219646f, 0.8363f, -171.67267f));
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cam.setRotation(new Quaternion(-0.04562731f, 0.89917684f, -0.09668826f, -0.4243236f));
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sl.setDirection(cam.getDirection());
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sl.setPosition(cam.getLocation());
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@ -150,6 +150,7 @@ varying vec2 texCoord;
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vec4 calculateDiffuseBlend(in vec2 texCoord) {
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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vec4 diffuseColor = vec4(1.0);
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#ifdef ALPHAMAP_1
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vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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@ -157,9 +158,10 @@ varying vec2 texCoord;
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#ifdef ALPHAMAP_2
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vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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#endif
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vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);
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#ifdef DIFFUSEMAP
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diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);
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diffuseColor *= alphaBlend.r;
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#endif
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#ifdef DIFFUSEMAP_1
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vec4 diffuseColor1 = texture2D(m_DiffuseMap_1, texCoord * m_DiffuseMap_1_scale);
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diffuseColor = mix( diffuseColor, diffuseColor1, alphaBlend.g );
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@ -151,6 +151,7 @@ varying vec3 lightVec;
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vec4 calculateDiffuseBlend(in vec2 texCoord) {
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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vec4 diffuseColor = vec4(1.0);
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#ifdef ALPHAMAP_1
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vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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@ -158,9 +159,10 @@ varying vec3 lightVec;
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#ifdef ALPHAMAP_2
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vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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#endif
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vec4 diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);
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#ifdef DIFFUSEMAP
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diffuseColor = texture2D(m_DiffuseMap, texCoord * m_DiffuseMap_0_scale);
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diffuseColor *= alphaBlend.r;
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#endif
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#ifdef DIFFUSEMAP_1
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vec4 diffuseColor1 = texture2D(m_DiffuseMap_1, texCoord * m_DiffuseMap_1_scale);
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diffuseColor = mix( diffuseColor, diffuseColor1, alphaBlend.g );
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@ -272,29 +272,7 @@ MaterialDef Terrain Lighting {
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}
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Technique GBuf {
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VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert
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FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag
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WorldParameters {
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WorldViewProjectionMatrix
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WorldMatrix
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}
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Defines {
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VERTEX_COLOR : UseVertexColor
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MATERIAL_COLORS : UseMaterialColors
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V_TANGENT : VTangent
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MINNAERT : Minnaert
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WARDISO : WardIso
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DIFFUSEMAP : DiffuseMap
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NORMALMAP : NormalMap
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SPECULARMAP : SpecularMap
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PARALLAXMAP : ParallaxMap
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}
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}
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Technique Glow {
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