@@ -7,16 +7,16 @@ uniform float snow_blend_range : hint_range(0, 0.9) = 0.1;
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uniform float specular = 0.5;
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uniform float metallic = 0.0;
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- uniform vec4 albedo : hint_color ;
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- uniform sampler2D texture_albedo : hint_albedo ;
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+ uniform vec4 albedo : source_color ;
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+ uniform sampler2D texture_albedo : source_color ;
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uniform float alpha_cutout : hint_range(0, 1);
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uniform float transmission : hint_range(0, 1) = 0.5;
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uniform sampler2D texture_normal : hint_normal;
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uniform float normal_scale : hint_range(-16,16) = 1.0;
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uniform float roughness : hint_range(0,1) = 0.9;
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- uniform vec4 albedo_snow : hint_color ;
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- uniform sampler2D texture_albedo_snow : hint_albedo ;
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+ uniform vec4 albedo_snow : source_color ;
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+ uniform sampler2D texture_albedo_snow : source_color ;
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uniform sampler2D texture_normal_snow : hint_normal;
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uniform float normal_scale_snow : hint_range(-16,16) = 1.0;
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uniform float roughness_snow : hint_range(0,1) = 0.75;
@@ -53,9 +53,9 @@ void fragment() {
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/// Calculation including the normal map
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// Get TBN matrix
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- vec3 T = (vec4 (TANGENT, 0.0 ) * INV_CAMERA_MATRIX ).xyz;
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- vec3 B = (vec4 (BINORMAL, 0.0 ) * INV_CAMERA_MATRIX ).xyz;
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- vec3 N = (vec4 (NORMAL, 0.0 ) * INV_CAMERA_MATRIX ).xyz;
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+ vec3 T = (vec4(TANGENT, 0.0) * VIEW_MATRIX ).xyz;
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+ vec3 B = (vec4(BINORMAL, 0.0) * VIEW_MATRIX ).xyz;
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+ vec3 N = (vec4(NORMAL, 0.0) * VIEW_MATRIX ).xyz;
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mat3 TBN = mat3(T, B, -N);
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// Calculate blend factor
@@ -70,10 +70,10 @@ void fragment() {
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// Apply final blended textures
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ALBEDO = final_albedo;
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- NORMALMAP = final_normal;
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- NORMALMAP_DEPTH = final_normal_scale;
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+ NORMAL_MAP = final_normal;
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+ NORMAL_MAP_DEPTH = final_normal_scale;
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ROUGHNESS = final_roughness;
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ALPHA = albedo_tex.a;
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- ALPHA_SCISSOR = alpha_cutout;
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- TRANSMISSION = vec3 (transmission);
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+ ALPHA_SCISSOR_THRESHOLD = alpha_cutout;
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+ BACKLIGHT = vec3(transmission);
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}
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