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Merge pull request #2389 from jMonkeyEngine/yaRnMcDonuts-patch-3
Fix non decimal format floats in TangentUtils.glsllib
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jme3-core/src/main/resources/Common/ShaderLib/TangentUtils.glsllib

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@@ -4,7 +4,8 @@
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//used for calculating tangents in-shader for axis-aligned quads/planes/terrains
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//primarily used for PBR terrains, since jme terrains do not store pre-calculated tangents by default (thus the tbnMat cannot be used for PBR light calculation like it is in jme's stock PBR shader)
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vec3 calculateTangentsAndApplyToNormals(in vec3 normalIn, in vec3 worldNorm){
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vec3 baseNorm = worldNorm.rgb + vec3(0, 0, 1);
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vec3 baseNorm = worldNorm.rgb + vec3(0.0, 0.0, 1.0);
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normalIn *= vec3(-1.0, 1.0, 1.0);
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normalIn = baseNorm.rgb*dot(baseNorm.rgb, normalIn.rgb)/baseNorm.z - normalIn.rgb;
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normalIn = normalize(normalIn);
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