Normal Blending Curve BugFix
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@ -496,7 +496,7 @@ namespace Rokojori
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for ( int i = 0; i < normals.Count; i++ )
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{
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var yPositionAmount = MathX.RemapClamped( vertices[ i ].Y, startY, endY, 0, 1 );
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var blendAmount = curve.Sample( yPositionAmount ) * amount;
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var blendAmount = ( curve == null ? 1f : curve.Sample( yPositionAmount ) ) * amount;
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blendAmount = MathX.Clamp01( blendAmount );
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normals[ i ] = Math3D.BlendNormals( normals[ i ], direction, blendAmount );
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}
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