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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 year ago
parent
commit
458e3bd363
1 changed files with 20 additions and 0 deletions
  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 UseVertexColor
 
 
         Boolean BackfaceShadows : false
         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 {
     Technique {
@@ -182,6 +198,10 @@ MaterialDef PBR Lighting {
             NUM_MORPH_TARGETS: NumberOfMorphTargets
             NUM_MORPH_TARGETS: NumberOfMorphTargets
             NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
             NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
             HORIZON_FADE: HorizonFade
             HORIZON_FADE: HorizonFade
+            USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity
+            STATIC_SUN_INTENSITY : StaticSunIntensity
+            BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows
+            DEBUG_VALUES_MODE : DebugValuesMode
         }
         }
     }
     }