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@@ -1,5 +1,5 @@
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#import "Common/ShaderLib/Parallax.glsllib"
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-#import "Common/ShaderLib/PBR.glsllib"
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+#import "ShaderLib/PBR.glsllib"
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#import "Common/ShaderLib/Lighting.glsllib"
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varying vec2 texCoord;
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@@ -111,14 +111,14 @@ void main(){
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vec4 albedo = Color;
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#endif
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#ifdef ROUGHNESSMAP
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- float Roughness = texture2D(m_RoughnessMap, newTexCoord).r * max(m_Roughness,1e-8);
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+ float Roughness = texture2D(m_RoughnessMap, newTexCoord).r * max(m_Roughness, 1e-8);
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#else
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- float Roughness = max(m_Roughness,1e-8);
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+ float Roughness = max(m_Roughness, 1e-8);
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#endif
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#ifdef METALLICMAP
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float Metallic = texture2D(m_MetallicMap, newTexCoord).r;
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#else
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- float Metallic = max(m_Metallic,0.00);
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+ float Metallic = max(m_Metallic, 0.0);
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#endif
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float alpha = Color.a * albedo.a;
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@@ -214,7 +214,7 @@ void main(){
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vec3 indirectDiffuse = vec3(0.0);
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vec3 indirectSpecular = vec3(0.0);
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- indirectDiffuse = textureCube(g_IrradianceMap, rv.xyz).rgb * albedo.rgb;
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+ indirectDiffuse = textureCube(g_IrradianceMap, rv.xyz).rgb * diffuseColor.rgb;
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indirectSpecular = ApproximateSpecularIBLPolynomial(g_PrefEnvMap, specularColor.rgb, Roughness, ndotv, rv.xyz);
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indirectSpecular *= vec3(horiz);
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@@ -233,5 +233,6 @@ void main(){
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#endif
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gl_FragColor.a = alpha;
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+
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}
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