noisemap tweaks and cleanup.
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@@ -65,6 +65,7 @@ uniform float size;
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VARYING vec4 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 noise_scale;
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vec2 encode_normal(vec3 n)
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@@ -225,7 +226,7 @@ void main()
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vec3 diff_tex = texture2D(diffuseRect, frag.xy).rgb;
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vec3 dlit = vec3(0, 0, 0);
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float noise = texture2D(noiseMap, frag.xy/128.0).b;
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float noise = texture2D(noiseMap, frag.xy*noise_scale).b;
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if (proj_tc.z > 0.0 &&
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proj_tc.x < 1.0 &&
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proj_tc.y < 1.0 &&
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@@ -65,6 +65,7 @@ VARYING vec3 trans_center;
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VARYING vec4 vary_fragcoord;
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uniform mat4 inv_proj;
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uniform vec2 noise_scale;
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vec2 encode_normal(vec3 n)
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{
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@@ -228,7 +229,7 @@ void main()
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vec4 spec = texture2D(specularRect, frag.xy);
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float noise = texture2D(noiseMap, frag.xy/128.0).b; // This is probably wrong
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float noise = texture2D(noiseMap, frag.xy*noise_scale).b;
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vec3 dlit = vec3(0, 0, 0);
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if (proj_tc.z > 0.0 &&
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