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@@ -1682,7 +1682,7 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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cubeVertPos->setType( "vec3" );
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LangElement *cubeVertPosDecl = new DecOp( cubeVertPos );
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- meta->addStatement( new GenOp( " @ = tMul(mat3( @ ), @).xyz;\r\n",
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+ meta->addStatement( new GenOp( " @ = tMul( @, float4(@,1)).xyz;\r\n",
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cubeVertPosDecl, cubeTrans, LangElement::find( "position" ) ) );
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// cube normal
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@@ -1694,6 +1694,9 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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meta->addStatement( new GenOp( " @ = ( tMul( (@), vec4(@, 0) ) ).xyz;\r\n",
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cubeNormDecl, cubeTrans, inNormal ) );
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+ meta->addStatement( new GenOp( " @ = bool(length(@)) ? normalize(@) : @;\r\n",
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+ cubeNormal, cubeNormal, cubeNormal, cubeNormal ) );
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+
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// grab the eye position
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Var *eyePos = (Var*)LangElement::find( "eyePosWorld" );
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if ( !eyePos )
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@@ -1703,23 +1706,14 @@ void ReflectCubeFeatGLSL::processVert( Vector<ShaderComponent*> &componentList,
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eyePos->constSortPos = cspPass;
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}
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- // cube position
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- Var * cubePos = new Var;
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- cubePos->setName( "cubePos" );
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- cubePos->setType( "vec3" );
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- LangElement *cubePosDecl = new DecOp( cubePos );
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-
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- meta->addStatement( new GenOp( " @ = vec3( @[3][0], @[3][1], @[3][2] );\r\n",
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- cubePosDecl, cubeTrans, cubeTrans, cubeTrans ) );
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-
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// eye to vert
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Var * eyeToVert = new Var;
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eyeToVert->setName( "eyeToVert" );
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eyeToVert->setType( "vec3" );
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LangElement *e2vDecl = new DecOp( eyeToVert );
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- meta->addStatement( new GenOp( " @ = @ - ( @ - @ );\r\n",
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- e2vDecl, cubeVertPos, eyePos, cubePos ) );
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+ meta->addStatement( new GenOp( " @ = @ - @;\r\n",
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+ e2vDecl, cubeVertPos, eyePos ) );
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// grab connector texcoord register
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ShaderConnector *connectComp = dynamic_cast<ShaderConnector *>( componentList[C_CONNECTOR] );
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