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42 lines
1.3 KiB
Text
42 lines
1.3 KiB
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// model_lightmap_specular_map.frag
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// fragment shader
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//
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// Created by Samuel Gateau on 11/19/14.
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// Copyright 2014 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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<@include DeferredBufferWrite.slh@>
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<@include graphics/Material.slh@>
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<@include MaterialTextures.slh@>
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<$declareMaterialTextures(ALBEDO, ROUGHNESS, _SCRIBE_NULL, METALLIC)$>
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<$declareMaterialLightmap()$>
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in vec2 _texCoord0;
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in vec2 _texCoord1;
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in vec3 _normalWS;
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in vec3 _color;
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void main(void) {
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Material mat = getMaterial();
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BITFIELD matKey = getMaterialKey(mat);
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<$fetchMaterialTexturesCoord0(matKey, _texCoord0, albedo, roughness, _SCRIBE_NULL, metallicTex)$>
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<$fetchMaterialTexturesCoord1(matKey, _texCoord1, _SCRIBE_NULL, lightmapVal)$>
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packDeferredFragmentLightmap(
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normalize(_normalWS),
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evalOpaqueFinalAlpha(getMaterialOpacity(mat), albedo.a),
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getMaterialAlbedo(mat) * albedo.rgb * _color,
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getMaterialRoughness(mat) * roughness,
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getMaterialMetallic(mat) * metallicTex,
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/*metallicTex, // no use of */getMaterialFresnel(mat),
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lightmapVal);
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}
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