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@@ -191,10 +191,6 @@ void main(void) {
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vec3 normalW = vec3(1.0, 1.0, 1.0);
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vec3 normalW = vec3(1.0, 1.0, 1.0);
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#endif
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#endif
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- #ifdef ALBEDO
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- vec2 diffuseUV = vAlbedoUV;
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- #endif
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-
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#include<bumpFragment>
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#include<bumpFragment>
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// Albedo
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// Albedo
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@@ -205,7 +201,7 @@ void main(void) {
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float alpha = vAlbedoColor.a;
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float alpha = vAlbedoColor.a;
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#ifdef ALBEDO
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#ifdef ALBEDO
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- surfaceAlbedo = texture2D(albedoSampler, diffuseUV);
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+ surfaceAlbedo = texture2D(albedoSampler, vAlbedoUV + uvOffset);
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surfaceAlbedo = vec4(toLinearSpace(surfaceAlbedo.rgb), surfaceAlbedo.a);
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surfaceAlbedo = vec4(toLinearSpace(surfaceAlbedo.rgb), surfaceAlbedo.a);
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#ifndef LINKREFRACTIONTOTRANSPARENCY
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#ifndef LINKREFRACTIONTOTRANSPARENCY
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@@ -238,7 +234,7 @@ void main(void) {
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vec3 ambientColor = vec3(1., 1., 1.);
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vec3 ambientColor = vec3(1., 1., 1.);
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#ifdef AMBIENT
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#ifdef AMBIENT
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- ambientColor = texture2D(ambientSampler, vAmbientUV).rgb * vAmbientInfos.y;
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+ ambientColor = texture2D(ambientSampler, vAmbientUV + uvOffset).rgb * vAmbientInfos.y;
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ambientColor = vec3(1., 1., 1.) - ((vec3(1., 1., 1.) - ambientColor) * vAmbientInfos.z);
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ambientColor = vec3(1., 1., 1.) - ((vec3(1., 1., 1.) - ambientColor) * vAmbientInfos.z);
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#ifdef OVERLOADEDVALUES
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#ifdef OVERLOADEDVALUES
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@@ -255,7 +251,7 @@ void main(void) {
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#endif
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#endif
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#ifdef REFLECTIVITY
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#ifdef REFLECTIVITY
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- vec4 surfaceReflectivityColorMap = texture2D(reflectivitySampler, vReflectivityUV);
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+ vec4 surfaceReflectivityColorMap = texture2D(reflectivitySampler, vReflectivityUV + uvOffset);
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surfaceReflectivityColor = surfaceReflectivityColorMap.rgb;
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surfaceReflectivityColor = surfaceReflectivityColorMap.rgb;
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surfaceReflectivityColor = toLinearSpace(surfaceReflectivityColor);
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surfaceReflectivityColor = toLinearSpace(surfaceReflectivityColor);
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@@ -299,7 +295,7 @@ void main(void) {
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float notShadowLevel = 1.; // 1 - shadowLevel
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float notShadowLevel = 1.; // 1 - shadowLevel
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#ifdef LIGHTMAP
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#ifdef LIGHTMAP
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- vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV).rgb * vLightmapInfos.y;
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+ vec3 lightmapColor = texture2D(lightmapSampler, vLightmapUV + uvOffset).rgb * vLightmapInfos.y;
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#endif
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#endif
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float NdotL = -1.;
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float NdotL = -1.;
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@@ -321,7 +317,7 @@ void main(void) {
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#endif
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#endif
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#ifdef OPACITY
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#ifdef OPACITY
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- vec4 opacityMap = texture2D(opacitySampler, vOpacityUV);
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+ vec4 opacityMap = texture2D(opacitySampler, vOpacityUV + uvOffset);
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#ifdef OPACITYRGB
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#ifdef OPACITYRGB
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opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
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opacityMap.rgb = opacityMap.rgb * vec3(0.3, 0.59, 0.11);
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@@ -537,7 +533,7 @@ void main(void) {
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// Emissive
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// Emissive
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vec3 surfaceEmissiveColor = vEmissiveColor;
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vec3 surfaceEmissiveColor = vEmissiveColor;
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#ifdef EMISSIVE
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#ifdef EMISSIVE
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- vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV).rgb;
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+ vec3 emissiveColorTex = texture2D(emissiveSampler, vEmissiveUV + uvOffset).rgb;
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surfaceEmissiveColor = toLinearSpace(emissiveColorTex.rgb) * surfaceEmissiveColor * vEmissiveInfos.y;
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surfaceEmissiveColor = toLinearSpace(emissiveColorTex.rgb) * surfaceEmissiveColor * vEmissiveInfos.y;
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#endif
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#endif
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