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factoring in tangentW casues parallax (but not normals) to swap specular highlight directions. removed that, as well as a prior attempted workaround.
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4 changed files with 0 additions and 20 deletions
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@ -291,14 +291,6 @@ void ParallaxFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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meta->addStatement( new GenOp( " @ = tMul( @, float3( @.xyz - @ ) );\r\n",
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outNegViewTS, objToTangentSpace, inPos, eyePos ) );
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// TODO: I'm at a loss at why i need to flip the binormal/y coord
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// to get a good view vector for parallax. Lighting works properly
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// with the TS matrix as is... but parallax does not.
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//
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// Someone figure this out!
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//
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meta->addStatement( new GenOp( " @.y = -@.y;\r\n", outNegViewTS, outNegViewTS ) );
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// If we have texture anim matrix the tangent
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// space view vector may need to be rotated.
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Var *texMat = (Var*)LangElement::find( "texMat" );
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