11 lines
252 B
GLSL
11 lines
252 B
GLSL
float roughnessFactor = roughness;
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#ifdef USE_ROUGHNESSMAP
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vec4 texelRoughness = texture2D( roughnessMap, vUv );
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// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
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roughnessFactor *= texelRoughness.g;
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#endif
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