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Add kart game
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@@ -198,18 +198,17 @@ impl MaterialUvInfo {
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);*/
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let channel_name = match &chan {
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TextureChannel::Color => "color",
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// this is a bit confusing, but this is actually diffuse *lighting*
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// aka baked lightmaps
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TextureChannel::Diffuse => "diffuse",
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x => {
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godot_error!("TODO: Texture channel {:?} is not supported", x);
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"color"
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} /*TextureChannel::Luminosity => "luminosity",
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TextureChannel::Specular => "specular",
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TextureChannel::Glossy => "glossy",
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TextureChannel::Reflectivity => "reflectivity",
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TextureChannel::Transparency => "transparency",
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TextureChannel::RefractiveIndex => "refractive_index",
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TextureChannel::Translucency => "translucency",
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TextureChannel::Bump => "bump",*/
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TextureChannel::Bump => "bump",
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TextureChannel::Specular => "specular",
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TextureChannel::Glossy => "glossy",
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TextureChannel::Reflectivity => "reflectivity",
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TextureChannel::Transparency => "transparency",
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TextureChannel::RefractiveIndex => "refractive_index",
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TextureChannel::Translucency => "translucency",
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TextureChannel::Luminosity => "luminosity",
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};
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m.material.set_shader_parameter(
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format!("tex_{}_axis", channel_name).into(),
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@@ -78,8 +78,8 @@ impl SurfaceInfo {
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pub fn collect_from_layer(layer: &IntermediateLayer, material: &MaterialUvInfo) -> Self {
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let uv_names = [
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material.diffuse_channel.as_ref(),
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material.color_channel.as_ref(),
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material.diffuse_channel.as_ref(),
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];
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let uv_subset = uv_names
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