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@@ -130,7 +130,7 @@ vec3 getNormal()
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#ifdef HAS_NORMALMAP
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float uNormalScale = 1.0;
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- vec3 n = texture2D(uNormalSampler, FragTexcoord).rgb;
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+ vec3 n = texture(uNormalSampler, FragTexcoord).rgb;
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n = normalize(tbn * ((2.0 * n - 1.0) * vec3(uNormalScale, uNormalScale, 1.0)));
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#else
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// The tbn matrix is linearly interpolated, so we need to re-normalize
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@@ -148,7 +148,7 @@ vec3 getIBLContribution(PBRInfo pbrInputs, PBRLightInfo pbrLight, vec3 n, vec3 r
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float mipCount = 9.0; // resolution of 512x512
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float lod = (pbrInputs.perceptualRoughness * mipCount);
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// retrieve a scale and bias to F0. See [1], Figure 3
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- vec3 brdf = vec3(0.5,0.5,0.5);//SRGBtoLINEAR(texture2D(u_brdfLUT, vec2(pbrLight.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
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+ vec3 brdf = vec3(0.5,0.5,0.5);//SRGBtoLINEAR(texture(u_brdfLUT, vec2(pbrLight.NdotV, 1.0 - pbrInputs.perceptualRoughness))).rgb;
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vec3 diffuseLight = vec3(0.5,0.5,0.5);//SRGBtoLINEAR(textureCube(u_DiffuseEnvSampler, n)).rgb;
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//#ifdef USE_TEX_LOD
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@@ -251,7 +251,7 @@ void main() {
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#ifdef HAS_METALROUGHNESSMAP
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// Roughness is stored in the 'g' channel, metallic is stored in the 'b' channel.
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// This layout intentionally reserves the 'r' channel for (optional) occlusion map data
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- vec4 mrSample = texture2D(uMetallicRoughnessSampler, FragTexcoord);
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+ vec4 mrSample = texture(uMetallicRoughnessSampler, FragTexcoord);
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perceptualRoughness = mrSample.g * perceptualRoughness;
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metallic = mrSample.b * metallic;
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#endif
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@@ -264,7 +264,7 @@ void main() {
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// The albedo may be defined from a base texture or a flat color
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#ifdef HAS_BASECOLORMAP
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- vec4 baseColor = SRGBtoLINEAR(texture2D(uBaseColorSampler, FragTexcoord)) * uBaseColor;
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+ vec4 baseColor = SRGBtoLINEAR(texture(uBaseColorSampler, FragTexcoord)) * uBaseColor;
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#else
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vec4 baseColor = uBaseColor;
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#endif
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@@ -367,12 +367,12 @@ void main() {
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// Apply optional PBR terms for additional (optional) shading
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#ifdef HAS_OCCLUSIONMAP
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- float ao = texture2D(uOcclusionSampler, FragTexcoord).r;
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+ float ao = texture(uOcclusionSampler, FragTexcoord).r;
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color = mix(color, color * ao, 1.0);//, uOcclusionStrength);
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#endif
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#ifdef HAS_EMISSIVEMAP
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- vec3 emissive = SRGBtoLINEAR(texture2D(uEmissiveSampler, FragTexcoord)).rgb * vec3(uEmissiveColor);
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+ vec3 emissive = SRGBtoLINEAR(texture(uEmissiveSampler, FragTexcoord)).rgb * vec3(uEmissiveColor);
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#else
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vec3 emissive = vec3(uEmissiveColor);
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#endif
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