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IGME-RIT/VkNormalMaps
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To implement normal maps, we need a 3rd pipeline to handle more shaders, we need a new type of Vertex, so that we can give Tangents to the shaders, which will be used in the new pipeline. We also need a new descriptor set, so that the shader can take 2 textures (color and normal), which will go into the pipeline_layout of the 3rd pipeline. We will have 3 pipelines and 2 descriptor sets. We also need to resize the descriptor pool to have size for all descriptors that we want to use. Something important to know, normal mapping only works on pixels that are being hit by pointlights, spotlights, or directional lights. Pixels being touched by ambient occlusion (the blue light), will not have the normal map effect. There are two sets of textures that can be used with the building rockColor + rockNormal brickColor + brickNormal Feel free to try both. The quality of the normal map effect is more noticable when the window is larger, so feel free to increase the size
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