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@@ -49,12 +49,10 @@
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normalW = perturbNormal(TBN, vBumpUV + uvOffset);
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normalW = perturbNormal(TBN, vBumpUV + uvOffset);
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#else
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#else
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vec3 bumpNormal = texture2D(bumpSampler, vBumpUV + uvOffset).xyz * 2.0 - 1.0;
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vec3 bumpNormal = texture2D(bumpSampler, vBumpUV + uvOffset).xyz * 2.0 - 1.0;
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- #if DETAIL_NORMALBLENDMETHOD == 0 // linear
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- vec3 blendedNormal = normalize(bumpNormal + detailNormal * vec3(vDetailInfos.z));
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- #elif DETAIL_NORMALBLENDMETHOD == 1 // whiteout
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+ #if DETAIL_NORMALBLENDMETHOD == 0 // whiteout
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detailNormal.xy *= vDetailInfos.z;
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detailNormal.xy *= vDetailInfos.z;
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vec3 blendedNormal = normalize(vec3(bumpNormal.xy + detailNormal.xy, bumpNormal.z * detailNormal.z));
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vec3 blendedNormal = normalize(vec3(bumpNormal.xy + detailNormal.xy, bumpNormal.z * detailNormal.z));
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- #elif DETAIL_NORMALBLENDMETHOD == 2 // RNM
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+ #elif DETAIL_NORMALBLENDMETHOD == 1 // RNM
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detailNormal.xy *= vDetailInfos.z;
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detailNormal.xy *= vDetailInfos.z;
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bumpNormal += vec3(0.0, 0.0, 1.0);
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bumpNormal += vec3(0.0, 0.0, 1.0);
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detailNormal *= vec3(-1.0, -1.0, 1.0);
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detailNormal *= vec3(-1.0, -1.0, 1.0);
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