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@ -148,18 +148,6 @@ void main(){ |
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vec3 normal = normalize(wNormal); |
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#endif |
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#ifdef LIGHTMAP |
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vec3 lightMapColor; |
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#ifdef SEPARATE_TEXCOORD |
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lightMapColor = texture2D(m_LightMap, texCoord2).rgb; |
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#else |
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lightMapColor = texture2D(m_LightMap, texCoord).rgb; |
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#endif |
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specularColor.rgb *= lightMapColor; |
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albedo.rgb *= lightMapColor; |
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#endif |
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float specular = 0.5; |
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#ifdef SPECGLOSSPIPELINE |
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vec4 specularColor = texture2D(m_SpecularMap, newTexCoord); |
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@ -171,6 +159,17 @@ void main(){ |
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vec4 diffuseColor = albedo - albedo * Metallic; |
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#endif |
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#ifdef LIGHTMAP |
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vec3 lightMapColor; |
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#ifdef SEPARATE_TEXCOORD |
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lightMapColor = texture2D(m_LightMap, texCoord2).rgb; |
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#else |
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lightMapColor = texture2D(m_LightMap, texCoord).rgb; |
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#endif |
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specularColor.rgb *= lightMapColor; |
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albedo.rgb *= lightMapColor; |
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#endif |
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gl_FragColor.rgb = vec3(0.0); |
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float ndotv = max( dot( normal, viewDir ),0.0); |
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for( int i = 0;i < NB_LIGHTS; i+=3){ |
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