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Update normalmap.fs
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@@ -23,20 +23,20 @@ uniform float specularExponent;
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void main()
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{
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vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
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vec4 texelColor = texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
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vec3 specular = vec3(0.0);
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vec3 viewDir = normalize(viewPos - fragPosition);
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vec3 lightDir = normalize(lightPos - fragPosition);
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vec3 normal;
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vec3 normal = vec3(0.0);
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if (useNormalMap)
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{
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normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
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normal = texture2D(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
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//Transform normal values to the range -1.0 ... 1.0
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// Transform normal values to the range -1.0 ... 1.0
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normal = normalize(normal*2.0 - 1.0);
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//Transform the normal from tangent-space to world-space for lighting calculation
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// Transform the normal from tangent-space to world-space for lighting calculation
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normal = normalize(normal*TBN);
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}
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else
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@@ -56,7 +56,7 @@ void main()
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specular += specCo;
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finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(vec4(1.0, 1.0, 1.0, 1.0)/40.0)*tint;
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// Gamma correction
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