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@@ -9,7 +9,7 @@
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#ifdef ENABLE_PBRTerrainUtils_readPBRTerrainLayers
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#ifdef ENABLE_PBRTerrainUtils_readPBRTerrainLayers
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#ifndef NORMAL_TYPE
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#ifndef NORMAL_TYPE
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- #define NORMAL_TYPE 1.0
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+ #define NORMAL_TYPE -1.0
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#endif
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#endif
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#ifdef USE_TEXTURE_ARRAYS
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#ifdef USE_TEXTURE_ARRAYS
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@@ -163,7 +163,6 @@
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// Triplanar normal:
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// Triplanar normal:
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void PBRTerrainUtils_readTriPlanarNormalTexture(in sampler2D tex, in float scale, inout PBRTerrainTextureLayer layer){
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void PBRTerrainUtils_readTriPlanarNormalTexture(in sampler2D tex, in float scale, inout PBRTerrainTextureLayer layer){
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vec4 packedNormalParallaxVec = getTriPlanarNormalBlend(lPosition, tex, scale);
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vec4 packedNormalParallaxVec = getTriPlanarNormalBlend(lPosition, tex, scale);
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- packedNormalParallaxVec.xyz *= normalize(vec3(2.0, NORMAL_TYPE * 2.0, 2.0) - vec3(1.0, NORMAL_TYPE * 1.0, 1.0));
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updateLayerFromPackedNormalParallaxVec(packedNormalParallaxVec, layer);
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updateLayerFromPackedNormalParallaxVec(packedNormalParallaxVec, layer);
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}
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}
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// TriPlanar metallicRoughnessAoEi:
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// TriPlanar metallicRoughnessAoEi:
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@@ -201,7 +200,6 @@
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// Triplanar normal TextureArray:
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// Triplanar normal TextureArray:
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void PBRTerrainUtils_readTriPlanarNormalTexArray(in int indexInTexArray, in float scale, in sampler2DArray texArray, inout PBRTerrainTextureLayer layer){
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void PBRTerrainUtils_readTriPlanarNormalTexArray(in int indexInTexArray, in float scale, in sampler2DArray texArray, inout PBRTerrainTextureLayer layer){
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vec4 packedNormalParallaxVec = getTriPlanarNormalBlendFromTexArray(lPosition, indexInTexArray, scale, texArray);
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vec4 packedNormalParallaxVec = getTriPlanarNormalBlendFromTexArray(lPosition, indexInTexArray, scale, texArray);
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- packedNormalParallaxVec.xyz *= normalize(vec3(2.0, NORMAL_TYPE * 2.0, 2.0) - vec3(1.0, NORMAL_TYPE * 1.0, 1.0));
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updateLayerFromPackedNormalParallaxVec(packedNormalParallaxVec, layer);
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updateLayerFromPackedNormalParallaxVec(packedNormalParallaxVec, layer);
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}
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}
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// TriPlanar metallicRoughnessAoEi TextureArray:
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// TriPlanar metallicRoughnessAoEi TextureArray:
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