stuff
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+30
-6
@@ -20,7 +20,30 @@ out vec3 normal;
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out vec2 texCoord;
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out vec3 FragPos;
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out vec4 fragposlightspace;
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uniform int uvMode = 0; // 0 = stretch, 1 = tile
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uniform vec3 tileScale = vec3(1.0);
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uniform vec2 uvOffset = vec2(0.0);
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// Same direction as transpose(inverse(m)) for normals, without the per vertex inverse
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mat3 CofactorMatrix(mat3 m)
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{
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return mat3(cross(m[1], m[2]), cross(m[2], m[0]), cross(m[0], m[1]));
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}
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// Tiling ignores the mesh's uvs and projects from whichever axis the surface faces.
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// Done on the bind pose, so the pattern stays stuck to the character as it moves.
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vec2 SurfaceUV()
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{
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if (uvMode == 0) return tex + uvOffset;
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vec3 n = abs(norm);
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vec3 p = pos * tileScale;
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if (n.y >= n.x && n.y >= n.z) return p.xz + uvOffset;
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if (n.x >= n.z) return p.zy + uvOffset;
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return p.xy + uvOffset;
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}
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void main()
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{
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vec4 totalPosition = vec4(0.0);
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@@ -40,9 +63,10 @@ void main()
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totalPosition += (finalBonesMatrices[boneIds[i]] * vec4(pos, 1.0))* weights[i];
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totalNormal += mat3(finalBonesMatrices[boneIds[i]]) * norm * weights[i];
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}
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FragPos = vec3(modl * totalPosition);
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fragposlightspace = lightSpaceMatrix * vec4(FragPos, 1.0);
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gl_Position = proj * view * modl * totalPosition;
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normal = normalize(mat3(transpose(inverse(modl))) * totalNormal);
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texCoord = tex;
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vec4 worldPos = modl * totalPosition;
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FragPos = worldPos.xyz;
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fragposlightspace = lightSpaceMatrix * worldPos;
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gl_Position = proj * view * worldPos;
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normal = normalize(CofactorMatrix(mat3(modl)) * totalNormal);
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texCoord = SurfaceUV();
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}
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