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Update PBRLighting.j3md

add matDefs for indoor sunlight exposure and debugging final output. These features were previously not in PBRLighting.frag, but they are in PBRTerrain.frag which will eventually share the same glslib for lighting (after doing texture reads), so they both should be consistent.
Ryan McDonough 1 jaar geleden
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1 gewijzigde bestanden met toevoegingen van 20 en 0 verwijderingen
  1. 20 0
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md

+ 20 - 0
jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md

@@ -132,6 +132,22 @@ MaterialDef PBR Lighting {
         Boolean UseVertexColor
 
         Boolean BackfaceShadows : false
+
+        Boolean UseVertexColorsAsSunIntensity
+        Float StaticSunIntensity
+        Boolean BrightenIndoorShadows
+    
+        Int DebugValuesMode
+            // debugs the final value of the selected layer as a color output:         
+            // Layers:
+            //   0 - albedo (un-shaded)
+            //   1 - normals
+            //   2 - roughness
+            //   3 - metallic
+            //   4 - ao
+            //   5  - emissive
+
+        
     }
 
     Technique {
@@ -182,6 +198,10 @@ MaterialDef PBR Lighting {
             NUM_MORPH_TARGETS: NumberOfMorphTargets
             NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
             HORIZON_FADE: HorizonFade
+            USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity
+            STATIC_SUN_INTENSITY : StaticSunIntensity
+            BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows
+            DEBUG_VALUES_MODE : DebugValuesMode
         }
     }