Cleanup.
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42f6fe1430
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@ -60,15 +60,6 @@ vec2 parallax_uv(vec2 uv, vec3 view_dir)
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}
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}
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vec2 texture2DBc4(sampler2D _sampler, vec2 _uv)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 3
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return texture2D(_sampler, _uv).yx;
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#else
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return texture2D(_sampler, _uv).xy;
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#endif
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}
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void main()
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{
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vec3 light_dir = normalize(v_ts_light_pos - v_ts_frag_pos);
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@ -97,7 +88,7 @@ void main()
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}
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else
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{
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normal.xy = texture2DBc4(s_texNormal, uv) * 2.0 - 1.0;
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normal.xy = texture2DBc5(s_texNormal, uv) * 2.0 - 1.0;
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normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
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}
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@ -383,4 +383,13 @@ vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
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return _v;
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}
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vec2 texture2DBc5(sampler2D _sampler, vec2 _uv)
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{
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#if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 3
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return texture2D(_sampler, _uv).yx;
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#else
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return texture2D(_sampler, _uv).xy;
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#endif
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}
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#endif // __SHADERLIB_SH__
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