uniform sampler2D albedoMap;
uniform sampler2D normalMap;
-uniform sampler2D metallicMap;
-uniform sampler2D roughnessMap;
+uniform sampler2D metallicRoughnessMap;
uniform sampler2D aoMap;
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
out vec4 fragColor;
-uniform vec3 lightPositions[4];
-uniform vec3 lightColors[4];
+uniform vec3 lightPositions[6];
+uniform vec3 lightColors[6];
const float PI = 3.14159265359;
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(metallicRoughnessMap, texCoords).b;
+ float roughness = texture(metallicRoughnessMap, texCoords).g;
float ao = texture(aoMap, texCoords).r;
vec3 N = normalize(normal);