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Add a normal map test in the 2D lights and shadows demo #511

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Calinou
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@Calinou Calinou commented Aug 18, 2020

This was requested by lawnjelly so we can test whether normal map orientation behaves as expected.

The normal map was generated using Laigter (with the Y axis inverted).

Preview

With batching (broken)

Notice how all sprites but the top-left one have incorrect normal mapping. The Godot logo should appear as a "bump", not a "hole".

2D lights and shadows

Without batching (correct)

2D lights and shadows

This was requested by lawnjelly so we can test whether normal map
orientation behaves as expected.
@@ -186,11 +258,13 @@ occluder = SubResource( 1 )
position = Vector2( 159.289, 452.441 )
texture = ExtResource( 3 )
color = Color( 1, 0.446392, 0.0576646, 1 )
energy = 0.95
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I dimmed the lights to 95% in #414 to try and make the demo look similar to when it was using GLES 3. Is this tweak no longer necessary?

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Probably not, but I find that the demo looked a bit dark otherwise. (It made the normal mapping more difficult to notice.)

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2 participants