Am Lightning System gearbeitet
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@@ -16,14 +16,9 @@ uniform sampler2D m_AlphaMap_2;
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uniform sampler2DArray m_NormalArray;
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#endif
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#ifdef HAS_LIGHTDIR
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uniform vec3 m_LightDir;
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#endif
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#ifdef HAS_SCENE_LIGHT
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uniform vec3 m_SunColor;
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uniform vec3 m_AmbientColor;
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#endif
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in vec2 vSplatUV;
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in vec3 vWorldPos;
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@@ -111,18 +106,9 @@ void main() {
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N = normalize(pertN);
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#endif
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#ifdef HAS_LIGHTDIR
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vec3 lightDir = normalize(m_LightDir);
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#else
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vec3 lightDir = normalize(vec3(0.6, 1.0, 0.4));
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#endif
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float diff = max(dot(N, lightDir), 0.0);
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#ifdef HAS_SCENE_LIGHT
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vec3 light = m_AmbientColor + m_SunColor * diff;
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#else
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vec3 light = vec3(diff * 0.65 + 0.35);
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#endif
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const float BRIGHTNESS = 0.80;
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#ifdef DEBUG_NO_LIGHT
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