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Fix eye bug #289
Fix eye bug #289
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Caution Review failedThe pull request is closed. WalkthroughThe recent changes enhance shader flexibility and visual fidelity by introducing alternative methods for constructing the tangent-binormal matrix when tangents aren't available and refining the eye color calculation to include surface data. These adjustments improve the rendering logic, especially for scenarios lacking detailed tangent information, while also modifying the parallax mapping to alter depth perception in rendered scenes. Changes
Sequence Diagram(s)sequenceDiagram
participant Shader as Shader
participant Function as EyeFunction
Shader->>Function: Call PBRFragment(varyings)
Function->>Function: getTBNByDerivatives(aoUV, normal, varyings.positionWS, gl_FrontFacing)
Function->>Function: calculateEyeColor(varyings.uv, tbn, surfaceData)
Function->>Shader: Return color
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What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
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Summary by CodeRabbit
New Features
Bug Fixes