Fix normalmap roughness
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1bb4926ba2
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@ -1,31 +1,24 @@
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uniform sampler2D normalMap;
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uniform sampler2D DiffuseForAlpha;
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#if __VERSION__ >= 130
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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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#else
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varying vec3 tangent;
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varying vec3 bitangent;
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varying vec2 uv;
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#define EncodedNormal gl_FragColor.xy
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#endif
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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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vec3 TS_normal = 2.0 * texture(normalMap, uv).rgb - 1.0;
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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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// normal in Tangent Space
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vec3 TS_normal = 2.0 * texture(normalMap, uv).rgb - 1.0;
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float alpha = texture(DiffuseForAlpha, uv).a;
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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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EncodedNormal.z = 1.;
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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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EncodedNormal.z = exp2(10. * (1. - alpha) + 1.);
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}
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@ -518,6 +518,7 @@ namespace MeshShader
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GLuint NormalMapShader::uniform_MM;
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GLuint NormalMapShader::uniform_IMM;
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GLuint NormalMapShader::uniform_normalMap;
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GLuint NormalMapShader::uniform_DiffuseForAlpha;
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void NormalMapShader::init()
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{
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@ -532,17 +533,19 @@ namespace MeshShader
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uniform_MM = glGetUniformLocation(Program, "ModelMatrix");
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uniform_IMM = glGetUniformLocation(Program, "InverseModelMatrix");
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uniform_normalMap = glGetUniformLocation(Program, "normalMap");
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uniform_DiffuseForAlpha = glGetUniformLocation(Program, "DiffuseForAlpha");
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GLuint uniform_ViewProjectionMatrixesUBO = glGetUniformBlockIndex(Program, "MatrixesData");
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glUniformBlockBinding(Program, uniform_ViewProjectionMatrixesUBO, 0);
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}
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void NormalMapShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_normalMap)
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void NormalMapShader::setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_normalMap, unsigned TU_uniform_DiffuseForAlpha)
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{
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if (UserConfigParams::m_ubo_disabled)
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bypassUBO(Program);
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glUniformMatrix4fv(uniform_MM, 1, GL_FALSE, ModelMatrix.pointer());
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glUniformMatrix4fv(uniform_IMM, 1, GL_FALSE, InverseModelMatrix.pointer());
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glUniform1i(uniform_normalMap, TU_normalMap);
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glUniform1i(uniform_DiffuseForAlpha, TU_uniform_DiffuseForAlpha);
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}
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GLuint InstancedObjectPass1Shader::Program;
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@ -72,10 +72,10 @@ class NormalMapShader
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public:
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static GLuint Program;
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static GLuint attrib_position, attrib_texcoord, attrib_tangent, attrib_bitangent;
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static GLuint uniform_MM, uniform_IMM, uniform_normalMap;
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static GLuint uniform_MM, uniform_IMM, uniform_normalMap, uniform_DiffuseForAlpha;
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static void init();
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static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_normalMap);
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static void setUniforms(const core::matrix4 &ModelMatrix, const core::matrix4 &InverseModelMatrix, unsigned TU_normalMap, unsigned TU_uniform_DiffuseForAlpha);
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};
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class InstancedObjectPass1Shader
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@ -292,8 +292,10 @@ void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelMatrix, const
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assert(mesh.textures[1]);
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compressTexture(mesh.textures[1], false);
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setTexture(0, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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compressTexture(mesh.textures[0], true);
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setTexture(1, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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MeshShader::NormalMapShader::setUniforms(ModelMatrix, InverseModelMatrix, 0);
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MeshShader::NormalMapShader::setUniforms(ModelMatrix, InverseModelMatrix, 0, 1);
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assert(mesh.vao_first_pass);
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glBindVertexArray(mesh.vao_first_pass);
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