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https://github.com/ZDoom/gzdoom-gles.git
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8381092cce
* handle brightmaps in the main shader instead of keeping separate instances around. * added detail and glow layers from Raze. * fixed material setup which could not guarantee that everything was initialized correctly. * for warped textures, warp all layers. With this brightmaps finally work on warped textures. Note: Vulkan reports a "device lost" error with this which still needs to be investigated.
8 lines
248 B
GLSL
8 lines
248 B
GLSL
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void SetupMaterial(inout Material material)
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{
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SetMaterialProps(material, vTexCoord.st);
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material.Specular = texture(speculartexture, vTexCoord.st).rgb;
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material.Glossiness = uSpecularMaterial.x;
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material.SpecularLevel = uSpecularMaterial.y;
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}
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