implemented fragment shader parallax occlusion mapping & add some assets to test it
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@@ -7,7 +7,7 @@ uniform mat3 u_normalMatrix;
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varying vec3 v_normal;
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#endif // normalFlag
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#if defined(tangentFlag) && defined(binormalFlag)
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#if (defined(tangentFlag) && defined(binormalFlag)) || (defined(bumpHeightFlag) && defined(bumpTextureFlag))
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attribute vec3 a_tangent;
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attribute vec3 a_binormal;
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varying mat3 v_tbn;
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@@ -35,6 +35,11 @@ uniform vec4 u_diffuseUVTransform;
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varying vec2 v_diffuseUV;
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#endif // diffuseTextureFlag
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#ifdef bumpTextureFlag
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uniform vec4 u_bumpUVTransform;
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varying vec2 v_bumpUV;
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#endif // bumpTextureFlag
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#ifdef normalTextureFlag
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uniform vec4 u_normalUVTransform;
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varying vec2 v_normalUV;
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@@ -104,6 +109,10 @@ void main()
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v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw;
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#endif // diffuseTextureFlag
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#ifdef bumpTextureFlag
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v_bumpUV = u_bumpUVTransform.xy + a_texCoord0 * u_bumpUVTransform.zw;
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#endif // bumpTextureFlag
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#ifdef normalTextureFlag
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v_normalUV = u_normalUVTransform.xy + a_texCoord0 * u_normalUVTransform.zw;
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#endif // normalTextureFlag
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