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- Declare new textures for specular and pbr modes
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c7ec489846
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2 changed files with 32 additions and 1 deletions
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@ -1,4 +1,13 @@
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#if defined(SPECULAR)
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uniform sampler2D texture4;
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#define brighttexture texture4
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#elif defined(PBR)
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uniform sampler2D texture6;
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#define brighttexture texture6
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#else
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uniform sampler2D texture2;
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uniform sampler2D texture2;
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#define brighttexture texture2
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#endif
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vec4 ProcessTexel()
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vec4 ProcessTexel()
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{
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{
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@ -7,6 +16,6 @@ vec4 ProcessTexel()
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vec4 ProcessLight(vec4 color)
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vec4 ProcessLight(vec4 color)
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{
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{
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vec4 brightpix = desaturate(texture(texture2, vTexCoord.st));
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vec4 brightpix = desaturate(texture(brighttexture, vTexCoord.st));
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return vec4(min (color.rgb + brightpix.rgb, 1.0), color.a);
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return vec4(min (color.rgb + brightpix.rgb, 1.0), color.a);
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}
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}
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@ -28,6 +28,22 @@ out vec4 FragNormal;
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform sampler2D ShadowMap;
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uniform sampler2D ShadowMap;
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#if defined(SPECULAR)
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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#define normaltexture texture2
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#define speculartexture texture3
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#elif defined(PBR)
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uniform sampler2D texture2;
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uniform sampler2D texture3;
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uniform sampler2D texture4;
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uniform sampler2D texture5;
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#define normaltexture texture2
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#define metallictexture texture3
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#define roughnesstexture texture4
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#define aotexture texture5
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#endif
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vec4 Process(vec4 color);
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vec4 Process(vec4 color);
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vec4 ProcessTexel();
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vec4 ProcessTexel();
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vec4 ProcessLight(vec4 color);
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vec4 ProcessLight(vec4 color);
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@ -441,6 +457,12 @@ void main()
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{
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{
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vec4 frag = ProcessTexel();
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vec4 frag = ProcessTexel();
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#if defined(SPECULAR)
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frag = texture(speculartexture, vTexCoord.st);
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#elif defined(PBR)
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frag = texture(metallictexture, vTexCoord.st);
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#endif
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#ifndef NO_ALPHATEST
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#ifndef NO_ALPHATEST
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if (frag.a <= uAlphaThreshold) discard;
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if (frag.a <= uAlphaThreshold) discard;
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#endif
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#endif
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