qzdoom/wadsrc/static/shaders/glsl/func_spec.fp

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Material ProcessMaterial()
{
Material material;
material.Base = getTexel(vTexCoord.st);
material.Normal = ApplyNormalMap(vTexCoord.st);
material.Specular = texture(speculartexture, vTexCoord.st).rgb;
material.Glossiness = uSpecularMaterial.x;
material.SpecularLevel = uSpecularMaterial.y;
#if defined(BRIGHTMAP)
material.Bright = texture(brighttexture, vTexCoord.st);
#endif
return material;
}