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cleanup
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@@ -50,17 +50,17 @@ vec3 project(
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case 4: // Front Projection
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return vec3(0.0, 1.0, 0.0);
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case 3:
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vec3 p = (transform * vec4(position, 1.0)).xyz / 10.0;
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vec3 p = (transform * vec4(position, 1.0)).xyz;
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vec3 n = normalize(abs(mat3(transform) * normal));
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vec2 uv2 = (n.x > n.y && n.x > n.z) ? vec2(p.z, p.y)
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: ((n.y > n.x && n.y > n.z) ? vec2(p.x, p.z) : vec2(p.x, p.y));
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return texture(tex, uv2).rgb;
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return texture(tex, uv2 + 0.5).rgb;
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case 2: // Spherical
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return vec3(0.0, 0.0, 1.0);
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case 1: // Cylindrical
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return vec3(1.0, 1.0, 0.0);
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case 0: // Planar
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return texture(tex, (transform * vec4(position, 1.0)).xz / 10.0).rgb;
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return texture(tex, (transform * vec4(position, 1.0)).xz).rgb;
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default:
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return vec3(0.0);
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}
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