|
|
@ -148,6 +148,16 @@ void main(){ |
|
|
|
vec3 normal = normalize(wNormal); |
|
|
|
vec3 normal = normalize(wNormal); |
|
|
|
#endif |
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float specular = 0.5; |
|
|
|
|
|
|
|
#ifdef SPECGLOSSPIPELINE |
|
|
|
|
|
|
|
vec4 specularColor = texture2D(m_SpecularMap, newTexCoord); |
|
|
|
|
|
|
|
vec4 diffuseColor = albedo; |
|
|
|
|
|
|
|
Roughness = 1.0 - texture2D(m_GlossMap, newTexCoord).r; |
|
|
|
|
|
|
|
#else |
|
|
|
|
|
|
|
float nonMetalSpec = 0.08 * specular; |
|
|
|
|
|
|
|
vec4 specularColor = (nonMetalSpec - nonMetalSpec * Metallic) + albedo * Metallic; |
|
|
|
|
|
|
|
vec4 diffuseColor = albedo - albedo * Metallic; |
|
|
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
#ifdef LIGHTMAP |
|
|
|
#ifdef LIGHTMAP |
|
|
|
vec3 lightMapColor; |
|
|
|
vec3 lightMapColor; |
|
|
@ -160,17 +170,6 @@ void main(){ |
|
|
|
albedo.rgb *= lightMapColor; |
|
|
|
albedo.rgb *= lightMapColor; |
|
|
|
#endif |
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
float specular = 0.5; |
|
|
|
|
|
|
|
#ifdef SPECGLOSSPIPELINE |
|
|
|
|
|
|
|
vec4 specularColor = texture2D(m_SpecularMap, newTexCoord); |
|
|
|
|
|
|
|
vec4 diffuseColor = albedo; |
|
|
|
|
|
|
|
Roughness = 1.0 - texture2D(m_GlossMap, newTexCoord).r; |
|
|
|
|
|
|
|
#else |
|
|
|
|
|
|
|
float nonMetalSpec = 0.08 * specular; |
|
|
|
|
|
|
|
vec4 specularColor = (nonMetalSpec - nonMetalSpec * Metallic) + albedo * Metallic; |
|
|
|
|
|
|
|
vec4 diffuseColor = albedo - albedo * Metallic; |
|
|
|
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
gl_FragColor.rgb = vec3(0.0); |
|
|
|
gl_FragColor.rgb = vec3(0.0); |
|
|
|
float ndotv = max( dot( normal, viewDir ),0.0); |
|
|
|
float ndotv = max( dot( normal, viewDir ),0.0); |
|
|
|
for( int i = 0;i < NB_LIGHTS; i+=3){ |
|
|
|
for( int i = 0;i < NB_LIGHTS; i+=3){ |
|
|
|