recontruct normal more correctly...
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@ -836,7 +836,8 @@ static Color32 buildNormal(uint8 x, uint8 y)
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{
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float nx = 2 * (x / 255.0f) - 1;
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float ny = 2 * (y / 255.0f) - 1;
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float nz = sqrtf(1 - nx*nx - ny*ny);
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float nz = 0.0f;
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if (1 - nx*nx - ny*ny > 0) nz = sqrtf(1 - nx*nx - ny*ny);
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uint8 z = clamp(int(255.0f * (nz + 1) / 2.0f), 0, 255);
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return Color32(x, y, z);
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