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The blending of decals required that I modify the channel allocation of the gbuffer, and the lighting and model shaders have changed. Previously, data was stored like this:

0: Diffuse RGBA

1: Normal XYZ, specular

2: Emission RGB, material flags

 

Now the gbuffer is storing information as follows:

0: Diffuse RGBA

1: Normal XYZ, material flags

2: Emission RGB, specular

 

Any modified model shaders or shaders that are rendered before lighting need to be changed to accommodate this change, as well as any post-processing effects that read the specular value or material flags.

  • Upvote 1

Let's build cool stuff and have fun. :)

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