@@ -8,6 +8,7 @@ A new header is inserted each time a *tag* is created.
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- engine: LiSPSM is now a user settable option
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- Java: Fix TransformManager.getChildren()
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- Metal: newer devices are no longer limited to 16 samplers per Material.
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- gltfio: fix interpretation of occlusion strength
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## v1.27.2
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@@ -163,8 +163,8 @@ fragment {
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if (materialParams.aoIndex > -1) {
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highp float2 uv = uvs[materialParams.aoIndex];
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uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
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material.ambientOcclusion = texture(materialParams_occlusionMap, uv).r *
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materialParams.aoStrength;
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float occlusion = texture(materialParams_occlusionMap, uv).r;
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material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
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}
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if (materialParams.emissiveIndex > -1) {
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highp float2 uv = uvs[materialParams.emissiveIndex];
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@@ -127,8 +127,8 @@ fragment {
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if (materialParams.aoIndex > -1) {
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highp float2 uv = uvs[materialParams.aoIndex];
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uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
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material.ambientOcclusion = texture(materialParams_occlusionMap, uv).r *
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materialParams.aoStrength;
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float occlusion = texture(materialParams_occlusionMap, uv).r;
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material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
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}
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if (materialParams.emissiveIndex > -1) {
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highp float2 uv = uvs[materialParams.emissiveIndex];
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@@ -117,8 +117,8 @@ fragment {
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if (materialParams.aoIndex > -1) {
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highp float2 uv = uvs[materialParams.aoIndex];
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uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
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material.ambientOcclusion = texture(materialParams_occlusionMap, uv).r *
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materialParams.aoStrength;
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float occlusion = texture(materialParams_occlusionMap, uv).r;
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material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
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}
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if (materialParams.emissiveIndex > -1) {
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highp float2 uv = uvs[materialParams.emissiveIndex];
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@@ -133,8 +133,8 @@ fragment {
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||||
if (materialParams.aoIndex > -1) {
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highp float2 uv = uvs[materialParams.aoIndex];
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uv = (vec3(uv, 1.0) * materialParams.occlusionUvMatrix).xy;
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material.ambientOcclusion = texture(materialParams_occlusionMap, uv).r *
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materialParams.aoStrength;
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||||
float occlusion = texture(materialParams_occlusionMap, uv).r;
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||||
material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
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||||
}
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if (materialParams.emissiveIndex > -1) {
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highp float2 uv = uvs[materialParams.emissiveIndex];
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@@ -194,8 +194,8 @@ std::string shaderFromKey(const MaterialKey& config) {
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shader += "aoUV = (vec3(aoUV, 1.0) * materialParams.occlusionUvMatrix).xy;\n";
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}
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shader += R"SHADER(
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material.ambientOcclusion = texture(materialParams_occlusionMap, aoUV).r *
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materialParams.aoStrength;
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float occlusion = texture(materialParams_occlusionMap, aoUV).r;
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material.ambientOcclusion = 1.0 + materialParams.aoStrength * (occlusion - 1.0);
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)SHADER";
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}
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||||
if (config.hasEmissiveTexture) {
|
||||
|
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Reference in New Issue
Block a user