Fixed render targets; renamed GuiTest to Editor
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@@ -52,13 +52,13 @@ IN(vec4 vertex, POSITION)
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IN(vec3 normal, NORMAL)
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// IN(vec3 tangent, TANGENT)
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IN(vec3 uv0, TEXCOORD0)
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OUT(mat3 rotMatrix, TEXCOORD0)
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OUT(vec4 bumpCoordA, TEXCOORD1)
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OUT(vec4 bumpCoordB, TEXCOORD2)
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OUT(vec3 noiseCoord, TEXCOORD3)
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OUT(mat3 rotMatrix, TEXCOORD1)
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//OUT(vec4 bumpCoordA, TEXCOORD2)
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//OUT(vec4 bumpCoordB, TEXCOORD3)
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// OUT(vec3 noiseCoord, TEXCOORD4)
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OUT(highp vec4 projectionCoord, TEXCOORD4)
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OUT(vec3 eyeDir, TEXCOORD5)
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OUT(vec3 oNormal, TEXCOORD6)
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//OUT(vec3 eyeDir, TEXCOORD5)
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//OUT(vec3 oNormal, TEXCOORD6)
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OUT(f32vec3 positionWS, TEXCOORD7)
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MAIN_DECLARATION
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{
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@@ -78,8 +78,8 @@ MAIN_DECLARATION
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projectionCoord = mul(textureProjMatrix, vertex);
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// Noise map coords
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noiseCoord.xy = (uv0.xy + (time * scroll)) * scale;
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noiseCoord.z = noise * time;
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// noiseCoord.xy = (uv0.xy + (time * scroll)) * scale;
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// noiseCoord.z = noise * time;
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// wave synthesis using two sine waves at different frequencies and phase shift
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for(int i = 0; i<NWAVES; ++i)
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{
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@@ -99,12 +99,14 @@ MAIN_DECLARATION
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rotMatrix = mat3(T, B, N);
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gl_Position = P;
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// calculate texture coordinates for normal map lookup
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#if 0
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bumpCoordA.xy = uv0.xy * textureScale + time * bumpSpeed;
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bumpCoordA.zw = uv0.xy * textureScale * 2.0 + time * bumpSpeed * 4.0;
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bumpCoordB.xy = uv0.xy * textureScale * 4.0 + time * bumpSpeed * 8.0;
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#endif
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eyeDir = normalize(R.xyz - eyePosition);
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oNormal = normalize(normal + N);
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// eyeDir = normalize(R.xyz - eyePosition);
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// oNormal = normalize(normal + N);
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positionWS = mul(world, vertex).xyz;
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#else
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gl_Position = worldViewProj * vertex;
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