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Add tbnMat variable to PBRSurface.glsl
Updated to store tbnMat as a publicly accessible variable in the PBRSurface.glsl struct, that way tbnMat won't need recalculated anywhere else in the shader it is needed.
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Lines changed: 2 additions & 1 deletion

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jme3-core/src/main/resources/Common/ShaderLib/module/PBRSurface.glsl

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -10,6 +10,7 @@
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vec3 normal; // normals w/ normalmap
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bool frontFacing; //gl_FrontFacing
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float depth;
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mat3 tbnMat;
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// from texture
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vec3 albedo;
@@ -36,4 +37,4 @@
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#endstruct
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#define PBRSurface StdPBRSurface
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#endif
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#endif
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#endif

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