18 lines
611 B
GLSL
18 lines
611 B
GLSL
void GetMaterials(out float smoothness, out float skyOcclusion, out vec3 normal, out vec3 fresnel3,
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vec2 coord) {
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vec3 specularData = texture2D(colortex3, coord).rgb;
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smoothness = specularData.r;
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smoothness *= smoothness;
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smoothness /= 2.0 - smoothness;
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skyOcclusion = specularData.g;
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#if REFLECTION_SKY_FALLOFF > 1
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skyOcclusion = clamp(1.0 - (1.0 - skyOcclusion) * REFLECTION_SKY_FALLOFF, 0.0, 1.0);
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#endif
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skyOcclusion *= skyOcclusion;
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normal = DecodeNormal(texture2D(colortex6, coord).xy);
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fresnel3 = texture2D(colortex7, coord).rgb * smoothness;
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} |