Display emblem on karts properly
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@ -704,13 +704,15 @@ namespace FirstPlugin
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if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
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{
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if (useSampler == "_a0")
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{
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if (AlbedoCount == 0)
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{
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m.HasDiffuseMap = true;
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AlbedoCount++;
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texture.Type = MatTexture.TextureType.Diffuse;
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}
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if (useSampler == "_a1")
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{
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m.HasDiffuseLayer = true;
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texture.Type = MatTexture.TextureType.DiffuseLayer2;
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}
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if (useSampler == "_n0")
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{
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@ -847,13 +849,6 @@ namespace FirstPlugin
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AlbedoCount++;
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texture.Type = MatTexture.TextureType.Diffuse;
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}
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if (AlbedoCount == 1)
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{
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// poly.material.HasDiffuseLayer = true;
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// texture.hash = 19;
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// texture.Type = MatTexture.TextureType.DiffuseLayer2;
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}
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}
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else if (TextureName.Contains("Nrm") || TextureName.Contains("Norm") || TextureName.Contains("norm") || TextureName.Contains("nrm"))
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@ -490,13 +490,15 @@ namespace FirstPlugin
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if (Runtime.activeGame == Runtime.ActiveGame.MK8D)
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{
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if (useSampler == "_a0")
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{
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if (AlbedoCount == 0)
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{
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m.HasDiffuseMap = true;
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AlbedoCount++;
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texture.Type = MatTexture.TextureType.Diffuse;
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}
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else if (useSampler == "_a1")
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{
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m.HasDiffuseLayer = true;
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texture.Type = MatTexture.TextureType.DiffuseLayer2;
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}
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else if (useSampler == "_n0")
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{
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@ -948,6 +948,8 @@ namespace FirstPlugin
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(mat.GetOptionValue("specular_mask_is_color") == 1) ||
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mat.GetOptionValue("enable_specular_color") == 1);
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shader.SetBoolToInt("UseMultiTexture", mat.GetOptionValue("enable_multi_texture") == 1);
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//Colors
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shader.SetVector4("const_color0", new Vector4(1, 1, 1, 1));
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shader.SetVector4("base_color_mul_color", new Vector4(1, 1, 1, 1));
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@ -105,6 +105,7 @@ namespace Switch_Toolbox.Library
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mat4.M31, mat4.M32, mat4.M33, mat4.M34,
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mat4.M41, mat4.M42, mat4.M43, mat4.M44);
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outMat.Transpose();
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return outMat;
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}
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@ -136,8 +136,7 @@ namespace Switch_Toolbox.Library
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//Create a new assimp bone
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Bone bone = new Bone();
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bone.Name = STbone.Text;
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bone.OffsetMatrix = transform;
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bone.OffsetMatrix = STbone.invert.ToMatrix4x4();
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mesh.Bones.Add(bone);
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BoneNames.Add(bone.Name);
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@ -80,6 +80,7 @@ uniform float cSpecularType;
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uniform float cIsEnableNormalMap;
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uniform int UseSpecularColor;
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uniform int UseMultiTexture;
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// Texture Map Toggles
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uniform int HasDiffuse;
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@ -196,8 +197,6 @@ void main()
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if (HasNormalMap == 1 && useNormalMap == 1)
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N = CalcBumpedNormal(normal, NormalMap, vert, NormalMapUVIndex);
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// Light Map
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vec4 LightMapColor = texture(BakeLightMap, f_texcoord2);
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@ -206,9 +205,14 @@ void main()
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// Diffuse lighting.
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float halfLambert = dot(difLightDirection, N) * 0.5 + 0.5;
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vec4 diffuseMapColor = vec4(texture(DiffuseMap, f_texcoord0).rgba);
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//Texture Overlay (Like an emblem in mk8)
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if (HasDiffuseLayer == 1)
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fragColor += vec4(texture(DiffuseLayer, f_texcoord3).rgb, 1) * vec4(1);
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if (UseMultiTexture == 1 && HasDiffuseLayer == 1)
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{
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vec4 AlbLayer = vec4(texture(DiffuseLayer, f_texcoord3).rgba);
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diffuseMapColor.rgb = mix(diffuseMapColor.rgb, AlbLayer.rgb, AlbLayer.a);
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}
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// Default Shader
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vec4 alpha = texture2D(DiffuseMap, f_texcoord0).aaaa;
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@ -220,7 +224,6 @@ void main()
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alpha *= 0.5;
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}
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vec4 diffuseMapColor = vec4(texture(DiffuseMap, f_texcoord0).rgb, 1);
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//vec4 diffuseMapColor = vec4(1);
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diffuseMapColor *= halfLambert;
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@ -106,6 +106,13 @@ float AmbientOcclusionBlend(sampler2D BakeShadowMap, VertexAttributes vert, floa
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return mix(aoMap, 1, ao_density);
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}
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vec3 CalculateTangent()
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{
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vec3 tangent = vec3(0);
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return tangent;
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}
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vec3 CalcBumpedNormal(vec3 inputNormal, sampler2D normalMap, VertexAttributes vert, float texCoordIndex)
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{
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float normalIntensity = 1;
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@ -127,6 +134,7 @@ vec3 CalcBumpedNormal(vec3 inputNormal, sampler2D normalMap, VertexAttributes ve
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// TBN Matrix.
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vec3 T = vert.tangent;
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vec3 B = vert.bitangent;
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if (Luminance(B) < 0.01)
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B = normalize(cross(T, vert.normal));
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mat3 tbnMatrix = mat3(T, B, vert.normal);
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