Remove rgb normalization and relax cut on NdotL to positive or null (fix visible redcuts)
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2 changed files with 7 additions and 6 deletions
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@ -61,8 +61,9 @@ void main()
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float hmap = 1.0 - nmap.a;
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nmap = texture2D(normal_texture, gl_TexCoord[0].st - 0.0005 * grad_dir * hmap * 2.0 * parallaxFactor);
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// sanity processing for normal map when alpha is close to zero
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nmap.rgb = normalize(nmap.rgb);
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// nmap.rgb should not be normalized, it adversely modifies N = 2 nmap - 1
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// nmap.rgb = normalize(nmap.rgb);
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//if (nmap.b < 0.0) {nmap.b = -nmap.b;}
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vec3 N = nmap.rgb * 2.0 - 1.0;
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@ -125,8 +126,8 @@ void main()
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if (NdotL > 0.0) {
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// strictly positive produces visible hard cut
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if (NdotL >= 0.0) {
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color += diff_term * NdotL * (1.0-shadowTexel.a);
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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@ -95,8 +95,8 @@ void main()
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if (NdotL > 0.0) {
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// strictly positive produces visible hard cut
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if (NdotL >= 0.0) {
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color += diff_term * NdotL * (1.0-shadowTexel.a);
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NdotHV = max(dot(n, halfVector), 0.0);
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if (gl_FrontMaterial.shininess > 0.0)
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