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Specular/glossines/metalic mapping added to all fragment shaders

This commit is contained in:
stele
2020-02-23 10:36:15 +01:00
parent fcc8460d88
commit 879f3bb360
15 changed files with 643 additions and 6 deletions

View File

@@ -43,6 +43,7 @@ vec3 apply_lights_sunless(vec3 fragcolor, vec3 fragnormal, vec3 texturecolor, fl
float diffuseamount = (sunlight.x * param[1].x) * lights[0].intensity;
fragcolor += envcolor * reflectivity;
float specularamount = (sunlight.y * param[1].y * specularity) * lights[0].intensity;
glossiness = abs(param[1].w);
for (uint i = 1U; i < lights_count; i++)
{