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Add glTF PBR model loading
[opengl.git]
/
pbrfrag.glsl
diff --git
a/pbrfrag.glsl
b/pbrfrag.glsl
index 99523ec604f99b0fd7673e56848d14a837328c13..8f41bfba31bbc157a3b0be9faab55d501a3a415b 100644
(file)
--- a/
pbrfrag.glsl
+++ b/
pbrfrag.glsl
@@
-9,8
+9,7
@@
uniform vec3 camPos;
uniform sampler2D albedoMap;
uniform sampler2D normalMap;
uniform sampler2D albedoMap;
uniform sampler2D normalMap;
-uniform sampler2D metallicMap;
-uniform sampler2D roughnessMap;
+uniform sampler2D metallicRoughnessMap;
uniform sampler2D aoMap;
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D aoMap;
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
@@
-69,8
+68,8
@@
vec3 getNormalFromMap() {
void main() {
vec3 albedo = pow(texture(albedoMap, texCoords).rgb, vec3(2.2));
vec3 normal = getNormalFromMap();
void main() {
vec3 albedo = pow(texture(albedoMap, texCoords).rgb, vec3(2.2));
vec3 normal = getNormalFromMap();
- float metallic = texture(metallicMap, texCoords).r;
- float roughness = texture(
roughnessMap, texCoords).r
;
+ float metallic = texture(metallic
Roughness
Map, texCoords).r;
+ float roughness = texture(
metallicRoughnessMap, texCoords).g
;
float ao = texture(aoMap, texCoords).r;
vec3 N = normalize(normal);
float ao = texture(aoMap, texCoords).r;
vec3 N = normalize(normal);