Another default shader small bug fix
parent
4287a8e827
commit
a128363a76
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@ -343,6 +343,7 @@ void main(void)
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#endif
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float f0 = 0.0f;
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vec3 fresnel = vec3(0.0);
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// Calculate specular light
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#if OOSTD_SPECULAR
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vec4 specularLight = vec4(0);
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@ -353,7 +354,7 @@ void main(void)
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#else
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float f0SqRt = ((1 - uIOR) / (1 + uIOR));
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f0 = f0SqRt * f0SqRt;
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vec3 fresnel = FresnelSchlick(specularColor.rgb, lightVector, halfVector);
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fresnel = FresnelSchlick(specularColor.rgb, lightVector, halfVector);
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#if OOSPECULAR_NEW_MODEL_GGX
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float gloss = uGloss;
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#if OOSTD_SPECULAR_MAP
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