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Normalize surface normal in for Rednerable globe shader and enable water mask and night texture for LodEarth in osirisrex.
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@@ -167,8 +167,6 @@ vec4 getTileFragColor(){
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#endif // USE_COLORTEXTURE
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#if USE_WATERMASK
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// TODO: Jonathas magic goes here here
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// TODO: This function needs more parameters and should update the fragment color for water
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color = calculateWater(
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color,
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fs_uv,
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@@ -176,15 +174,13 @@ vec4 getTileFragColor(){
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WaterMasks,
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WaterMasksParent1,
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WaterMasksParent2,
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ellipsoidNormalCameraSpace,
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lightDirectionCameraSpace,
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normalize(ellipsoidNormalCameraSpace),
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lightDirectionCameraSpace, // Should already be normalized
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positionCameraSpace);
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#endif // USE_WATERMASK
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#if USE_NIGHTTEXTURE
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// TODO: Jonathas magic goes here here
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// TODO: This function needs more parameters and should update the fragment color for night texture
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color = calculateNight(
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color,
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fs_uv,
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@@ -192,13 +188,12 @@ vec4 getTileFragColor(){
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NightTextures,
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NightTexturesParent1,
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NightTexturesParent2,
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ellipsoidNormalCameraSpace,
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lightDirectionCameraSpace);
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normalize(ellipsoidNormalCameraSpace),
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lightDirectionCameraSpace); // Should already be normalized
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#endif // USE_NIGHTTEXTURE
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#if USE_ATMOSPHERE
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// TODO: Jonathas magic goes here here
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color = color + vec4(0.5,0.5,1,0) * 0.3; // Just to see something for now
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#endif // USE_ATMOSPHERE
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