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Add support for bent normals for indirect lighting and specular occlusion
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16 changed files with 240 additions and 92 deletions
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@ -1842,6 +1842,10 @@ void main() {
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vec3 normal_map = vec3(0.5);
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#endif
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#if defined(BENT_NORMAL_MAP_USED)
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vec3 bent_normal_map = vec3(0.5);
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#endif
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float normal_map_depth = 1.0;
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vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
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