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Specgloss shaders improvements + experimental SSAO (debug only)
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@@ -73,8 +73,8 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(vec3(normal.xy + normaldetail.xy, normal.z)));
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float reflectivity = param[1].z * normal_map.a;
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float specularity = specgloss_map.r;
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float glossiness = specgloss_map.g * abs(param[1].w);
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float metalic = specgloss_map.b;
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glossiness = specgloss_map.g * abs(param[1].w);
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metalic = specgloss_map.b;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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