//@renderpasses 1 //@import "pbr" //@vertex void main(){ transformVertex(); } //@fragment uniform sampler2D m_ColorTexture; uniform vec4 m_ColorFactor; uniform float m_Metalness; uniform float m_Roughness; uniform sampler2D m_NormalTexture0; uniform sampler2D m_NormalTexture1; uniform vec2 m_Velocity0; uniform vec2 m_Velocity1; void main(){ vec4 color=texture2D( m_ColorTexture,v_TexCoord0 ); color.rgb=pow( color.rgb,vec3( 2.2 ) ); color*=m_ColorFactor; vec3 normal0=texture2D( m_NormalTexture0,v_TexCoord0 + m_Velocity0 * r_Time ).xyz * 2.0 - 1.0; vec3 normal1=texture2D( m_NormalTexture1,v_TexCoord0 + m_Velocity1 * r_Time ).xyz * 2.0 - 1.0; vec3 normal=normalize( v_TanMatrix * vec3( normal0+normal1 ) ); vec3 ambient=vec3( 0.0 ); vec3 emissive=vec3( 0.0 ); float metalness=0.0; float roughness=0.0; float occlusion=1.0; emitPbrFragment( color,ambient,emissive,metalness,roughness,occlusion,normal ); }