diff options
Diffstat (limited to 'Studio/Content/Material Library/mesh_fence.shader')
-rw-r--r-- | Studio/Content/Material Library/mesh_fence.shader | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/Studio/Content/Material Library/mesh_fence.shader b/Studio/Content/Material Library/mesh_fence.shader index 3ed0943..5565fd2 100644 --- a/Studio/Content/Material Library/mesh_fence.shader +++ b/Studio/Content/Material Library/mesh_fence.shader @@ -69,6 +69,7 @@ struct layer_result // temporary declarations +texture_coordinate_info tmp2; texture_coordinate_info tmp3; texture_return tmp4; vec3 tmp5; @@ -197,11 +198,13 @@ vec3 computeNormal() void computeTemporaries() { - tmp3 = 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 ) ); - tmp4 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ); - tmp5 = tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat ); - ftmp0 = tmp4.tint; - tmpShadowTerm = evalBakedShadowMap( texCoord0 ); + vec3 tiling = vec3( texture_tiling[0], texture_tiling[1], 1.0); + tmp2 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_bump_texture(texCoord0), tangent, binormal ) ); + tmp3 = scaleCoordinate(tiling, textureCoordinateInfo( texcoordTransformed_diffuse_texture(texCoord0), tangent, binormal ) ); + tmp4 = fileTexture(diffuse_texture, vec3( 0, 0, 0 ), vec3( 1, 1, 1 ), mono_alpha, tmp3, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat, gamma_srgb ); + tmp5 = tangentSpaceNormalTexture( bump_texture, bump_amount, false, false, tmp2, vec2( 0.000000, 1.000000 ), vec2( 0.000000, 1.000000 ), wrap_repeat, wrap_repeat ); + ftmp0 = tmp4.tint; + tmpShadowTerm = evalBakedShadowMap( texCoord0 ); } vec4 computeLayerWeights( in float alpha ) |