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- //@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 );
- }
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