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Apply uv transform in the prepass (#13250)
# Objective - The UV transform was applied in the main pass but not the prepass. ## Solution - Apply the UV transform in the prepass. ## Testing - The normals in my scene now look correct when using the prepass.
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1 changed files with 7 additions and 7 deletions
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@ -54,18 +54,18 @@ fn fragment(
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#ifdef STANDARD_MATERIAL_NORMAL_MAP
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#ifdef STANDARD_MATERIAL_NORMAL_MAP_UV_B
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let uv = in.uv_b;
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let uv = (material.uv_transform * vec3(in.uv_b, 1.0)).xy;
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#else
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let uv = in.uv;
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let uv = (material.uv_transform * vec3(in.uv, 1.0)).xy;
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#endif
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// Fill in the sample bias so we can sample from textures.
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var bias: SampleBias;
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// Fill in the sample bias so we can sample from textures.
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var bias: SampleBias;
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#ifdef MESHLET_MESH_MATERIAL_PASS
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bias.ddx_uv = in.ddx_uv;
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bias.ddy_uv = in.ddy_uv;
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bias.ddx_uv = in.ddx_uv;
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bias.ddy_uv = in.ddy_uv;
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#else // MESHLET_MESH_MATERIAL_PASS
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bias.mip_bias = view.mip_bias;
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bias.mip_bias = view.mip_bias;
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#endif // MESHLET_MESH_MATERIAL_PASS
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let Nt = pbr_functions::sample_texture(
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