Replaced normal computation.
Didn't solve the problem at hand though
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2 changed files with 17 additions and 10 deletions
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@ -8,13 +8,19 @@ vec2 RM_Map( in vec3 pos );
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vec3 RM_GetNormal(
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in vec3 pos )
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{
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vec2 v = vec2( .0005 , 0 );
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return normalize( vec3(
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RM_Map( pos + v.xyy ).x - RM_Map( pos - v.xyy ).x ,
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RM_Map( pos + v.yxy ).x - RM_Map( pos - v.yxy ).x ,
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RM_Map( pos + v.yyx ).x - RM_Map( pos - v.yyx ).x ) );
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const vec2 e = vec2( 1 , -1 ) * .0001;
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const vec4 f = vec4(
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RM_Map( pos + e.xyy ).x ,
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RM_Map( pos + e.yyx ).x ,
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RM_Map( pos + e.yxy ).x ,
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RM_Map( pos + e.xxx ).x );
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return normalize( f.x * e.xyy
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+ f.y * e.yyx
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+ f.z * e.yxy
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+ f.w * e.xxx );
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}
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// -----------------------------------------------------------------------------
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vec3 RM_Basic(
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@ -18,7 +18,7 @@ T_PBRMaterial PBRMaterials[1] = {
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// Albedo color
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vec3( .8 , 1 , .8 ) ,
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// Roughness , metallic , subsurface , anisotropy
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.2 , .7 , .7 , .7 ,
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.2 , .8 , .5 , .0 ,
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// Specular strength / tint%
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.5 , .5
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}
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@ -49,10 +49,11 @@ vec2 RM_Map( vec3 pos )
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vec3 q = pos;
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HG_pMod2( q.xy , vec2( 8. ) );
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HG_pR( q.xz , 1 );
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return vec2( mix( HG_fBox( q , vec3( 1.5 ) ) ,
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HG_fSphere( q , 1.5 ) ,
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.35 ) ,
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step( 0. , -HG_fSphere( pos , 3 ) ) );
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return vec2( HG_fOpUnionColumns(
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HG_fBox( q , vec3( 1.5 ) ) ,
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HG_fSphere( q , 1.5 ) ,
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1. , 8 ) ,
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step( 0. , -HG_fSphere( pos , 3 ) ) );
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}
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