11 lines
569 B
GLSL
11 lines
569 B
GLSL
PhysicalMaterial material;
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material.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );
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material.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );
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#ifdef STANDARD
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material.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );
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#else
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material.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );
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material.clearCoat = saturate( clearCoat ); // Burley clearcoat model
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material.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );
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#endif
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