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-rw-r--r--Studio/Content/Material Library/asphalt.shader10
1 files changed, 7 insertions, 3 deletions
diff --git a/Studio/Content/Material Library/asphalt.shader b/Studio/Content/Material Library/asphalt.shader
index aa21338..e4ee412 100644
--- a/Studio/Content/Material Library/asphalt.shader
+++ b/Studio/Content/Material Library/asphalt.shader
@@ -70,6 +70,8 @@ struct texture_return
// temporary declarations
texture_coordinate_info tmp2;
+texture_coordinate_info tmp3;
+texture_coordinate_info tmp4;
vec3 tmp5;
vec3 ftmp0;
vec3 ftmp1;
@@ -197,10 +199,12 @@ vec3 computeNormal()
void computeTemporaries()
{
- tmp2 = transformCoordinate( rotationTranslationScale( vec3( 0.000000, 0.000000, 0.000000 ), vec3( 0.000000, 0.000000, 0.000000 ), vec3( texture_tiling[0], texture_tiling[1], 1.000000 ) ), textureCoordinateInfo( texCoord0, tangent, binormal ) );
+ tmp2 = scaleCoordinate(vec3( texture_tiling[0], texture_tiling[1], 1.000000 ), textureCoordinateInfo( texcoordTransformed_bump_texture(texCoord0), tangent, binormal ) );
+ tmp3 = scaleCoordinate(vec3( texture_tiling[0], texture_tiling[1], 1.000000 ), textureCoordinateInfo( texcoordTransformed_reflect_texture(texCoord0), tangent, binormal ) );
+ tmp4 = scaleCoordinate(vec3( texture_tiling[0], texture_tiling[1], 1.000000 ), textureCoordinateInfo( texcoordTransformed_diffuse_texture(texCoord0), tangent, binormal ) );
tmp5 = fileBumpTexture(bump_texture, bump_amount, mono_average, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, normal );
- ftmp0 = fileTexture(reflect_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).tint;
- ftmp1 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ).tint;
+ ftmp0 = fileTexture(reflect_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_linear ).tint;
+ ftmp1 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_luminance, tmp4, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ).tint;
tmpShadowTerm = evalBakedShadowMap( texCoord0 );
}