Revert FLAR Lightning Shader
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@@ -466,10 +466,7 @@ vec3 ApplyClusteredLights(const vec3 mapNormal, const vec3 eyeV, const vec3 F0,
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void main(void)
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{
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float fogFactor = 0;
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bool enableFog = false;
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if (enableFog && fogMode > 0)
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{
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//Radial fog
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@@ -545,21 +542,14 @@ void main(void)
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vec3 mapNormal;
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if (enableNormalMaps)
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{
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vec3 textureNormal = texture2D(normalMap, texCoordsProcessed).rgb;
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textureNormal.g = 1.0 - textureNormal.g; // Invertiere den grünen Kanal für OpenGL
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// Verstärkung der Normal Map Intensität
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float intensity = 2.0; // Faktor zur Verstärkung, passe diesen Wert nach Bedarf an
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textureNormal.xy = (textureNormal.rg * 2.0 - 1.0) * intensity;
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// Rekalkuliere die Z-Komponente und normalisiere die Normal Map
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textureNormal.z = sqrt(max(0.0, 1.0 - dot(textureNormal.xy, textureNormal.xy)));
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mapNormal = normalize(textureNormal);
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vec3 textureNormal = texture2D(normalMap, texCoordsProcessed).rgb;
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textureNormal.xy = (textureNormal.rg * 2.0 - 1.0);
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textureNormal.z = sqrt(1.0-dot(textureNormal.xy,textureNormal.xy));
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mapNormal = normalize(textureNormal.xyz);
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}
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else
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mapNormal = normal;
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lightSum+=vec4(((matEmissiveColor.rgb))* firstTexture.rgb, alpha);
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float metalness;
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