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go back to using raw wsNormal with a few additional prep-lines for if that hasn't been made a var for that shader yet
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2 changed files with 25 additions and 15 deletions
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@ -148,14 +148,14 @@ inline Surface createSurface(float4 gbuffer0, TORQUE_SAMPLER2D(gbufferTex1), TOR
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return surface;
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}
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inline Surface createForwardSurface(float4 baseColor, float4 normal, float4 pbrProperties, in float2 uv,
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in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay, in float3x3 worldToTangent)
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inline Surface createForwardSurface(float4 baseColor, float3 normal, float4 pbrProperties, in float2 uv,
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in float3 wsPosition, in float3 wsEyePos, in float3 wsEyeRay)
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{
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Surface surface = (Surface)0;
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surface.depth = 0;
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surface.P = wsPosition;
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surface.N = normalize( mul( normal.xyz, worldToTangent ) );
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surface.N = normal;
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surface.V = normalize(wsEyePos - surface.P);
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surface.baseColor = baseColor;
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const float minRoughness=1e-4;
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