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-rw-r--r--Studio/Content/Material Library/aluminum_anisotropic.shader10
1 files changed, 7 insertions, 3 deletions
diff --git a/Studio/Content/Material Library/aluminum_anisotropic.shader b/Studio/Content/Material Library/aluminum_anisotropic.shader
index 14a211c..c9d604e 100644
--- a/Studio/Content/Material Library/aluminum_anisotropic.shader
+++ b/Studio/Content/Material Library/aluminum_anisotropic.shader
@@ -84,6 +84,8 @@ struct anisotropy_return
// temporary declarations
+texture_coordinate_info tmp1;
+texture_coordinate_info tmp2;
texture_coordinate_info tmp3;
texture_return tmp4;
anisotropy_return tmp5;
@@ -217,9 +219,11 @@ vec3 computeNormal()
void computeTemporaries()
{
- tmp3 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( tiling[0], tiling[1], 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
- tmp4 = fileTexture(reflection_texture, vec3( reflection_map_offset ), vec3( reflection_map_scale ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear );
- tmp5 = anisotropyConversion( fileTexture(reflection_texture, vec3( roughness_map_offset ), vec3( roughness_map_scale ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).mono, anisotropy, fileTexture(aniso_rot_texture, vec3( aniso_tex_color_offset ), vec3( aniso_tex_color_scale ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono, tangent, false );
+ tmp1 = scaleCoordinate(vec3( tiling[0], tiling[1], 1.000000 ), textureCoordinateInfo( texcoordTransformed_aniso_rot_texture(texCoord0), tangent, binormal ) );
+ tmp2 = scaleCoordinate(vec3( tiling[0], tiling[1], 1.000000 ), textureCoordinateInfo( texcoordTransformed_reflection_texture(texCoord0), tangent, binormal ) );
+ tmp3 = scaleCoordinate(vec3( tiling[0], tiling[1], 1.000000 ), textureCoordinateInfo( texcoordTransformed_bump_texture(texCoord0), tangent, binormal ) );
+ tmp4 = fileTexture(reflection_texture, vec3( reflection_map_offset ), vec3( reflection_map_scale ), mono_luminance, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear );
+ tmp5 = anisotropyConversion( fileTexture(reflection_texture, vec3( roughness_map_offset ), vec3( roughness_map_scale ), mono_luminance, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).mono, anisotropy, fileTexture(aniso_rot_texture, vec3( aniso_tex_color_offset ), vec3( aniso_tex_color_scale ), mono_luminance, tmp1, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_default ).mono, tangent, false );
tmp6 = tmp4.tint;
tmp8 = fileBumpTexture(bump_texture, bump_amount, mono_average, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
ftmp0 = tmp5.roughness_u;