Improved ComputeMaterialProperty() function and added important note
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@ -74,8 +74,12 @@ vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
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vec3 ComputeMaterialProperty(MaterialProperty property)
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vec3 ComputeMaterialProperty(MaterialProperty property)
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{
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{
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if (property.useSampler == 1) return texture(property.sampler, texCoord).rgb;
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vec result = vec3(0.0, 0.0, 0.0);
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else return property.color;
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if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb;
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else result = property.color;
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return result;
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}
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}
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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float DistributionGGX(vec3 N, vec3 H, float roughness)
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@ -177,6 +181,7 @@ void main()
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vec3 refl = reflect(-view, normal);
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vec3 refl = reflect(-view, normal);
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// Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
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// Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
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// NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
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if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
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if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
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else texCoord = fragTexCoord; // Use default texture coordinates
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else texCoord = fragTexCoord; // Use default texture coordinates
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