qzdoom/wadsrc/static/shaders/glsl/func_spec.fp
Christoph Oelckers 8381092cce - major shader rework
* 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.
2020-04-19 10:57:43 +02:00

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GLSL

void SetupMaterial(inout Material material)
{
SetMaterialProps(material, vTexCoord.st);
material.Specular = texture(speculartexture, vTexCoord.st).rgb;
material.Glossiness = uSpecularMaterial.x;
material.SpecularLevel = uSpecularMaterial.y;
}