Normal, height and material maps generating
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+11
@@ -0,0 +1,11 @@
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{
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"lines": [
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{"start": [-500, -500], "end": [500, 500], "color": [0.25, 0, 0.4]},
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{"start": [-500, 500], "end": [500, -500], "color": [0.1, 0.7, 0.4]},
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{"start": [-400, -400], "end": [400, -400], "color": [0.3, 0.3, 0.0]},
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{"start": [400, -400], "end": [400, 400], "color": [0.0, 0.3, 0.15]},
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{"start": [400, 400], "end": [-400, 400], "color": [0.2, 0.6, 0.9]},
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{"start": [-400, 400], "end": [-400, -400], "color": [0.5, 0.3, 0.1]}
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]
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}
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@@ -2,6 +2,7 @@ precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D NormalMap;
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uniform sampler2D HeightMap;
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uniform sampler2D TransparencyMask;
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precision highp float;
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@@ -12,7 +13,7 @@ varying vec3 ts_frag_pos;
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const float num_layers = 16.0;
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const float depth_scale = 0.01;
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const float depth_scale = 0.002;
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@@ -63,6 +64,6 @@ void main(void)
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// Normal mapping
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vec3 norm = normalize(texture2D(NormalMap, uv).rgb * 2.0 - 1.0);
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float diffuse = max(dot(light_dir, norm), 0.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, 1.0);
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gl_FragColor = vec4(diffuse * albedo + ambient, texture2D(TransparencyMask, uv).a);
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}
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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void main() {
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vec4 color = texture2D(Texture,texCoord).rgba;
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gl_FragColor = vec4(color.rgb, texture2D(TransparencyMask, texCoord).a);
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}
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attribute vec3 vPosition;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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uniform mat4 ProjectionMatrix;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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}
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precision mediump float;
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uniform sampler2D Texture;
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uniform sampler2D TransparencyMask;
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varying vec2 texCoord;
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varying vec3 fragColor;
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void main() {
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vec3 color = normalize(texture2D(Texture,texCoord).rgb + fragColor);
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gl_FragColor = vec4(color, texture2D(TransparencyMask, texCoord).a);
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}
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attribute vec3 vPosition;
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attribute vec3 vColor;
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attribute vec2 vTexCoord;
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varying vec2 texCoord;
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varying vec3 fragColor;
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uniform mat4 ProjectionMatrix;
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void main() {
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gl_Position = ProjectionMatrix * vec4(vPosition.xyz, 1.0);
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texCoord = vTexCoord;
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fragColor = vColor;
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}
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