将法线计算恢复到标准模式
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@ -16,15 +16,12 @@ void main()
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{
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{
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outPosition=vec4(normalize(FragmentPosition*2.0-vec3(1.0)),1.0);
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outPosition=vec4(normalize(FragmentPosition*2.0-vec3(1.0)),1.0);
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/* vec3 N = normalize(FragmentNormal);
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vec3 N = normalize(FragmentNormal);
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N.y=-N.y;
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vec3 T = normalize(FragmentTangent);
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vec3 T = normalize(FragmentTangent);
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vec3 B = cross(N,T);
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vec3 B = cross(N,T);
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mat3 TBN = mat3(T,B,N);
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mat3 TBN = mat3(T,B,N);
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vec3 tnorm = normalize(texture(TextureNormal,FragmentTexCoord).xyz*2.0-vec3(1.0))*TBN;*/
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vec3 tnorm = normalize(texture(TextureNormal,FragmentTexCoord).xyz*2.0-vec3(1.0))*TBN;
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//outNormal=vec4(tnorm,1.0);
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outNormal=vec4(tnorm,1.0);
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outNormal=vec4(normalize(FragmentNormal*2.0-vec3(1.0)),1.0);
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outColor=texture(TextureColor,FragmentTexCoord);
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outColor=texture(TextureColor,FragmentTexCoord);
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}
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}
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@ -32,12 +32,8 @@ void main()
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FragmentPosition=(pos*world.modelview).xyz;
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FragmentPosition=(pos*world.modelview).xyz;
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FragmentTexCoord=TexCoord;
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FragmentTexCoord=TexCoord;
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// mat3 n=inverse(mat3(pc.local_to_world));
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mat3 n=mat3(pc.local_to_world*world.modelview);
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// Normal.y=-Normal.y;
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FragmentNormal=normalize(Normal)*n;
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// FragmentNormal=normalize(Normal)*n;
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FragmentTangent=normalize(Tangent)*n;
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// FragmentTangent=normalize(Tangent)*n;
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FragmentNormal=Normal;
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FragmentTangent=Tangent;
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}
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}
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