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@@ -93,10 +93,10 @@ func (m *Physical) SetBaseColorMap(tex *texture.Texture2D) *Physical {
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m.baseColorTex = tex
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m.baseColorTex = tex
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if m.baseColorTex != nil {
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if m.baseColorTex != nil {
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m.baseColorTex.SetUniformNames("uBaseColorSampler", "uBaseColorTexParams")
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m.baseColorTex.SetUniformNames("uBaseColorSampler", "uBaseColorTexParams")
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- m.SetShaderDefine("HAS_BASECOLORMAP", "")
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+ m.ShaderDefines.Set("HAS_BASECOLORMAP", "")
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m.AddTexture(m.baseColorTex)
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m.AddTexture(m.baseColorTex)
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} else {
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} else {
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- m.UnsetShaderDefine("HAS_BASECOLORMAP")
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+ m.ShaderDefines.Unset("HAS_BASECOLORMAP")
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m.RemoveTexture(m.baseColorTex)
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m.RemoveTexture(m.baseColorTex)
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}
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}
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return m
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return m
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@@ -109,10 +109,10 @@ func (m *Physical) SetMetallicRoughnessMap(tex *texture.Texture2D) *Physical {
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m.metallicRoughnessTex = tex
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m.metallicRoughnessTex = tex
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if m.metallicRoughnessTex != nil {
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if m.metallicRoughnessTex != nil {
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m.metallicRoughnessTex.SetUniformNames("uMetallicRoughnessSampler", "uMetallicRoughnessTexParams")
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m.metallicRoughnessTex.SetUniformNames("uMetallicRoughnessSampler", "uMetallicRoughnessTexParams")
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- m.SetShaderDefine("HAS_METALROUGHNESSMAP", "")
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+ m.ShaderDefines.Set("HAS_METALROUGHNESSMAP", "")
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m.AddTexture(m.metallicRoughnessTex)
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m.AddTexture(m.metallicRoughnessTex)
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} else {
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} else {
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- m.UnsetShaderDefine("HAS_METALROUGHNESSMAP")
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+ m.ShaderDefines.Unset("HAS_METALROUGHNESSMAP")
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m.RemoveTexture(m.metallicRoughnessTex)
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m.RemoveTexture(m.metallicRoughnessTex)
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}
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}
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return m
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return m
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@@ -126,10 +126,10 @@ func (m *Physical) SetNormalMap(tex *texture.Texture2D) *Physical {
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m.normalTex = tex
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m.normalTex = tex
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if m.normalTex != nil {
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if m.normalTex != nil {
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m.normalTex.SetUniformNames("uNormalSampler", "uNormalTexParams")
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m.normalTex.SetUniformNames("uNormalSampler", "uNormalTexParams")
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- m.SetShaderDefine("HAS_NORMALMAP", "")
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+ m.ShaderDefines.Set("HAS_NORMALMAP", "")
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m.AddTexture(m.normalTex)
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m.AddTexture(m.normalTex)
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} else {
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} else {
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- m.UnsetShaderDefine("HAS_NORMALMAP")
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+ m.ShaderDefines.Unset("HAS_NORMALMAP")
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m.RemoveTexture(m.normalTex)
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m.RemoveTexture(m.normalTex)
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}
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}
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return m
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return m
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@@ -142,10 +142,10 @@ func (m *Physical) SetOcclusionMap(tex *texture.Texture2D) *Physical {
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m.occlusionTex = tex
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m.occlusionTex = tex
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if m.occlusionTex != nil {
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if m.occlusionTex != nil {
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m.occlusionTex.SetUniformNames("uOcclusionSampler", "uOcclusionTexParams")
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m.occlusionTex.SetUniformNames("uOcclusionSampler", "uOcclusionTexParams")
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- m.SetShaderDefine("HAS_OCCLUSIONMAP", "")
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+ m.ShaderDefines.Set("HAS_OCCLUSIONMAP", "")
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m.AddTexture(m.occlusionTex)
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m.AddTexture(m.occlusionTex)
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} else {
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} else {
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- m.UnsetShaderDefine("HAS_OCCLUSIONMAP")
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+ m.ShaderDefines.Unset("HAS_OCCLUSIONMAP")
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m.RemoveTexture(m.occlusionTex)
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m.RemoveTexture(m.occlusionTex)
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}
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}
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return m
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return m
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@@ -158,10 +158,10 @@ func (m *Physical) SetEmissiveMap(tex *texture.Texture2D) *Physical {
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m.emissiveTex = tex
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m.emissiveTex = tex
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if m.emissiveTex != nil {
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if m.emissiveTex != nil {
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m.emissiveTex.SetUniformNames("uEmissiveSampler", "uEmissiveTexParams")
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m.emissiveTex.SetUniformNames("uEmissiveSampler", "uEmissiveTexParams")
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- m.SetShaderDefine("HAS_EMISSIVEMAP", "")
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+ m.ShaderDefines.Set("HAS_EMISSIVEMAP", "")
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m.AddTexture(m.emissiveTex)
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m.AddTexture(m.emissiveTex)
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} else {
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} else {
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- m.UnsetShaderDefine("HAS_EMISSIVEMAP")
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+ m.ShaderDefines.Unset("HAS_EMISSIVEMAP")
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m.RemoveTexture(m.emissiveTex)
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m.RemoveTexture(m.emissiveTex)
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}
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}
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return m
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return m
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