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14 lines
403 B
GLSL
14 lines
403 B
GLSL
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Material ProcessMaterial()
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{
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Material material;
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material.Base = getTexel(vTexCoord.st);
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material.Normal = ApplyNormalMap(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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#if defined(BRIGHTMAP)
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material.Bright = texture(brighttexture, vTexCoord.st);
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#endif
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return material;
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}
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