FIXED: GLSL MAT output bugs with rim lights + rimlight bug

Hello,

sampler name added on the mat is sRimStrengthMap0 when the code is sRimStrengthRamp0.

also I noticed on the phong MAT rim lights don’t take into account normal maps, which I think they should, fixed in the GLSL version by adding camSpaceNorm = normal; after
norm = vVert.tangentToCam * norm;
vec3 normal = normalize(norm);

Not sure what the camSpaceNorm variable is for by the way.

Best,
Vincent

This will be fixed in the next 099 version. The 2nd issue seems already fixed in 099 too.
Thanks for the report.

Thanks Malcolm! I know it’s great time I dig more in 099 but finishing a couple of projects.

Best,
Vincent