Added Mirror, it kinda works..?
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@@ -11,6 +11,7 @@ uniform sampler2D normalMap;
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uniform float mixAmount = 0.2;
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uniform bool hasOverlay = false;
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uniform bool hasNormalMap = false;
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uniform bool unlit = false;
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uniform vec3 viewPos;
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uniform vec3 materialColor = vec3(1.0);
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@@ -52,6 +53,11 @@ void main()
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}
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vec3 baseColor = texColor * materialColor;
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if (unlit) {
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FragColor = vec4(baseColor, tex1.a);
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return;
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}
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// Normal map (tangent-space)
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if (hasNormalMap) {
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vec3 mapN = texture(normalMap, TexCoord).xyz * 2.0 - 1.0;
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