lights_physical_fragment.glsl.js 653 B

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  1. export default /* glsl */`
  2. PhysicalMaterial material;
  3. material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
  4. material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
  5. #ifdef STANDARD
  6. material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );
  7. #else
  8. material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
  9. material.clearcoat = saturate( clearcoat ); // Burley clearcoat model
  10. material.clearcoatRoughness = clamp( clearcoatRoughness, 0.04, 1.0 );
  11. #endif
  12. #ifdef USE_SHEEN
  13. material.sheenColor = sheen;
  14. #endif
  15. `;