Some shader and sampler fixes
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@ -289,6 +289,8 @@ namespace Bfres.Structs
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if (ShaderName == "alRenderMaterial" || ShaderName == "alRenderCloudLayer" || ShaderName == "alRenderSky")
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Runtime.activeGame = Runtime.ActiveGame.SMO;
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else if (ShaderName == "forward_plus_char")
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Runtime.activeGame = Runtime.ActiveGame.Bezel;
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else if (ShaderName == "Turbo_UBER")
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Runtime.activeGame = Runtime.ActiveGame.MK8D;
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else if (ShaderName.Contains("uking_mat"))
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@ -707,8 +707,8 @@ namespace FirstPlugin
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string useSampler = texture.SamplerName;
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//Use the fragment sampler in the shader assign section. It's usually more accurate this way
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if (m.shaderassign.samplers.ContainsKey(texture.SamplerName))
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useSampler = m.shaderassign.samplers[texture.SamplerName];
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if (m.shaderassign.samplers.ContainsValue(texture.SamplerName))
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useSampler = m.shaderassign.samplers.FirstOrDefault(x => x.Value == texture.SamplerName).Key;
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bool IsAlbedo = Misc.HackyTextureList.Any(TextureName.Contains);
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@ -765,6 +765,35 @@ namespace FirstPlugin
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texture.Type = MatTexture.TextureType.Shadow;
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}
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}
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else if (Runtime.activeGame == Runtime.ActiveGame.Bezel)
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{
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bool IsAlbedo0 = useSampler == "_a0";
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bool IsNormal = useSampler == "_n0";
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bool IsRoughness = useSampler == "_r0";
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bool IsMetalness = useSampler == "_m0";
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bool IsEmissive = useSampler == "_e0";
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if (IsAlbedo0) {
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m.HasDiffuseMap = true;
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texture.Type = MatTexture.TextureType.Diffuse;
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}
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if (IsNormal) {
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m.HasNormalMap = true;
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texture.Type = MatTexture.TextureType.Normal;
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}
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if (IsRoughness) {
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m.HasRoughnessMap = true;
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texture.Type = MatTexture.TextureType.Roughness;
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}
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if (IsMetalness) {
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m.HasMetalnessMap = true;
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texture.Type = MatTexture.TextureType.Metalness;
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}
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if (IsEmissive) {
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m.HasEmissionMap = true;
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texture.Type = MatTexture.TextureType.Emission;
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}
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}
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else if (Runtime.activeGame == Runtime.ActiveGame.Splatoon2)
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{
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bool IsAlbedo0 = useSampler == "_a0";
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@ -219,6 +219,7 @@ namespace Toolbox.Library
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Splatoon2,
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BOTW,
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KSA,
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Bezel,
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}
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public enum PictureBoxBG
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@ -379,6 +379,9 @@ void main()
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fragColor.a = alpha;
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}
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if (renderVertColor == 1)
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fragColor *= min(vert.vertexColor, vec4(1));
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if (RenderAsLighting)
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{
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diffuseIblColor = texture(irradianceMap, N).rgb;
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