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https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
Fixed "param_glossiness" missing from final gloss formula in materials utilising gloss maps.
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@@ -42,7 +42,7 @@ void main()
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vec3 fragnormal = normalize(f_normal);
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float reflectivity = param[1].z;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * 8;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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@@ -52,7 +52,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, f_coord).a;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * 8;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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@@ -60,7 +60,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, f_coord_p).a;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * 8;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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@@ -46,7 +46,7 @@ void main()
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vec3 fragnormal = normalize(f_normal);
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float reflectivity = param[1].z * texture(reflmap, f_coord).a;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * 8;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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@@ -52,7 +52,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, f_coord).a;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * 8;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, 1.0);
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@@ -95,7 +95,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, f_coord).a;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * 8;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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fragcolor = apply_lights_sunless(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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@@ -63,7 +63,7 @@ void main()
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vec3 fragnormal = normalize(f_tbn * normalize(normal.xyz));
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float reflectivity = param[1].z * texture(normalmap, texture_coords ).a;
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float specularity = texture(specgloss, f_coord).r;
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glossiness = texture(specgloss, f_coord).g * 8;
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glossiness = texture(specgloss, f_coord).g * abs(param[1].w);
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metalic = (texture(specgloss, f_coord).b > 0.5) ? true : false;
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fragcolor = apply_lights(fragcolor, fragnormal, tex_color.rgb, reflectivity, specularity, shadow_tone);
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