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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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@ -67,8 +67,6 @@ LangElement * ShaderFeatureGLSL::setupTexSpaceMat( Vector<ShaderComponent*> &, /
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{
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if(dStricmp((char*)T->type, "vec4") == 0)
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 1, cross( @, normalize(@) ) * @.w);\r\n", *texSpaceMat, T, N, T ) );
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else if(tangentW)
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 1, cross( @, normalize(@) ) * @);\r\n", *texSpaceMat, T, N, tangentW ) );
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else
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meta->addStatement( new GenOp( " tSetMatrixRow(@, 1, cross( @, normalize(@) ));\r\n", *texSpaceMat, T, N ) );
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}
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