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@@ -274,21 +274,29 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
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#ifdef NORMALMAP
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n = texture2D(m_NormalMap, texCoord * m_DiffuseMap_0_scale).xyz;
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normal += n * alphaBlend.r;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_1
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n = texture2D(m_NormalMap_1, texCoord * m_DiffuseMap_1_scale).xyz;
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normal += n * alphaBlend.g;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.g;
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#endif
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#ifdef NORMALMAP_2
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n = texture2D(m_NormalMap_2, texCoord * m_DiffuseMap_2_scale).xyz;
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normal += n * alphaBlend.b;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.b;
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#endif
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#ifdef NORMALMAP_3
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n = texture2D(m_NormalMap_3, texCoord * m_DiffuseMap_3_scale).xyz;
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normal += n * alphaBlend.a;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.a;
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#endif
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#ifdef ALPHAMAP_1
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@@ -472,12 +480,12 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
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vec4 coords = wVert;
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vec4 alphaBlend = texture2D( m_AlphaMap, texCoord.xy );
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- #ifdef ALPHAMAP_1
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- vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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- #endif
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- #ifdef ALPHAMAP_2
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- vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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- #endif
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+ #ifdef ALPHAMAP_1
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+ vec4 alphaBlend1 = texture2D( m_AlphaMap_1, texCoord.xy );
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+ #endif
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+ #ifdef ALPHAMAP_2
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+ vec4 alphaBlend2 = texture2D( m_AlphaMap_2, texCoord.xy );
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+ #endif
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vec3 normal = vec3(0,0,1);
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vec3 n = vec3(0,0,0);
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@@ -485,42 +493,58 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
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#ifdef NORMALMAP
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n = getTriPlanarBlend(coords, blending, m_NormalMap, m_DiffuseMap_0_scale).xyz;
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normal += n * alphaBlend.r;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_1
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n = getTriPlanarBlend(coords, blending, m_NormalMap_1, m_DiffuseMap_1_scale).xyz;
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normal += n * alphaBlend.g;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.g;
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#endif
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#ifdef NORMALMAP_2
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n = getTriPlanarBlend(coords, blending, m_NormalMap_2, m_DiffuseMap_2_scale).xyz;
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normal += n * alphaBlend.b;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.b;
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#endif
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#ifdef NORMALMAP_3
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n = getTriPlanarBlend(coords, blending, m_NormalMap_3, m_DiffuseMap_3_scale).xyz;
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normal += n * alphaBlend.a;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.a;
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#endif
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#ifdef ALPHAMAP_1
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#ifdef NORMALMAP_4
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n = getTriPlanarBlend(coords, blending, m_NormalMap_4, m_DiffuseMap_4_scale).xyz;
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normal += n * alphaBlend1.r;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_5
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n = getTriPlanarBlend(coords, blending, m_NormalMap_5, m_DiffuseMap_5_scale).xyz;
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normal += n * alphaBlend1.g;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.g;
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#endif
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#ifdef NORMALMAP_6
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n = getTriPlanarBlend(coords, blending, m_NormalMap_6, m_DiffuseMap_6_scale).xyz;
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normal += n * alphaBlend1.b;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.b;
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#endif
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#ifdef NORMALMAP_7
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n = getTriPlanarBlend(coords, blending, m_NormalMap_7, m_DiffuseMap_7_scale).xyz;
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normal += n * alphaBlend1.a;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.a;
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#endif
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#endif
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@@ -528,21 +552,29 @@ vec2 computeLighting(in vec3 wvPos, in vec3 wvNorm, in vec3 wvViewDir, in vec3 w
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#ifdef NORMALMAP_8
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n = getTriPlanarBlend(coords, blending, m_NormalMap_8, m_DiffuseMap_8_scale).xyz;
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normal += n * alphaBlend2.r;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.r;
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#endif
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#ifdef NORMALMAP_9
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n = getTriPlanarBlend(coords, blending, m_NormalMap_9, m_DiffuseMap_9_scale).xyz;
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normal += n * alphaBlend2.g;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.g;
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#endif
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#ifdef NORMALMAP_10
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n = getTriPlanarBlend(coords, blending, m_NormalMap_10, m_DiffuseMap_10_scale).xyz;
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normal += n * alphaBlend2.b;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.b;
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#endif
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#ifdef NORMALMAP_11
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n = getTriPlanarBlend(coords, blending, m_NormalMap_11, m_DiffuseMap_11_scale).xyz;
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normal += n * alphaBlend2.a;
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+ #else
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+ normal += vec3(0.5,0.5,1) * alphaBlend.a;
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#endif
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#endif
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