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@@ -112,7 +112,7 @@ void main() {
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// this is a stub for the transmission model
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#ifdef TRANSMISSION
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- diffuseColor.a *= saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) );
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+ diffuseColor.a *= mix( saturate( 1. - totalTransmission + linearToRelativeLuminance( reflectedLight.directSpecular + reflectedLight.indirectSpecular ) ), 1.0, metalness );
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#endif
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gl_FragColor = vec4( outgoingLight, diffuseColor.a );
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