fireball/lib/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl
2018-12-25 17:29:22 +03:30

11 lines
252 B
GLSL

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