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spelling: anyways
Signed-off-by: Josh Soref <2119212+jsoref@users.noreply.github.com>
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@@ -21,7 +21,7 @@ const float PI = 3.14159265359;
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// ----------------------------------------------------------------------------
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// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
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// Don't worry if you don't get what's going on; you generally want to do normal
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// mapping the usual way for performance anways; I do plan make a note of this
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// mapping the usual way for performance anyways; I do plan make a note of this
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// technique somewhere later in the normal mapping tutorial.
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vec3 getNormalFromMap()
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{
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@@ -26,7 +26,7 @@ const float PI = 3.14159265359;
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// ----------------------------------------------------------------------------
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// Easy trick to get tangent-normals to world-space to keep PBR code simplified.
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// Don't worry if you don't get what's going on; you generally want to do normal
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// mapping the usual way for performance anways; I do plan make a note of this
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// mapping the usual way for performance anyways; I do plan make a note of this
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// technique somewhere later in the normal mapping tutorial.
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vec3 getNormalFromMap()
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{
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