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#ifndef GL_ARB_bindless_texture
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uniform sampler2D normalMap;
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2014-09-19 14:13:07 -04:00
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uniform sampler2D glossMap;
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2014-08-22 18:18:14 -04:00
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#endif
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#ifdef GL_ARB_bindless_texture
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flat in sampler2D secondhandle;
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flat in sampler2D thirdhandle;
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2014-08-22 18:18:14 -04:00
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#endif
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in vec3 tangent;
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in vec3 bitangent;
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in vec2 uv;
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out vec3 EncodedNormal;
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vec2 EncodeNormal(vec3 n);
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void main()
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{
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// normal in Tangent Space
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#ifdef GL_ARB_bindless_texture
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2014-09-19 14:13:07 -04:00
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vec3 TS_normal = 2.0 * texture(thirdhandle, uv).rgb - 1.0;
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float gloss = texture(secondhandle, uv).x;
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2014-08-22 18:18:14 -04:00
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#else
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vec3 TS_normal = 2.0 * texture(normalMap, uv).rgb - 1.0;
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2014-09-19 14:13:07 -04:00
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float gloss = texture(glossMap, uv).x;
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2014-08-22 18:18:14 -04:00
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#endif
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// Because of interpolation, we need to renormalize
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vec3 Frag_tangent = normalize(tangent);
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vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent));
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vec3 Frag_bitangent = cross(Frag_normal, Frag_tangent);
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vec3 FragmentNormal = TS_normal.x * Frag_tangent + TS_normal.y * Frag_bitangent - TS_normal.z * Frag_normal;
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EncodedNormal.xy = 0.5 * EncodeNormal(normalize(FragmentNormal)) + 0.5;
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2014-09-19 14:13:07 -04:00
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EncodedNormal.z = exp2(10. * gloss + 1.);
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2014-08-22 18:18:14 -04:00
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}
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