Separate oaque and masked pipelines
This commit is contained in:
parent
85bf87125b
commit
8d896cd04b
3 changed files with 44 additions and 19 deletions
|
|
@ -43,7 +43,7 @@ void main()
|
|||
mat3 TBN = mat3(T, B, N);
|
||||
N = TBN * normalize(texture(samplerNormalMap, inUV).xyz * 2.0 - vec3(1.0));
|
||||
|
||||
const float ambient = 0.1;
|
||||
const float ambient = 0.25;
|
||||
vec3 L = normalize(inLightVec);
|
||||
vec3 V = normalize(inViewVec);
|
||||
vec3 R = reflect(-L, N);
|
||||
|
|
@ -52,7 +52,6 @@ void main()
|
|||
outFragColor = vec4(diffuse * color.rgb + specular, color.a);
|
||||
|
||||
if (uboScene.colorShadingRates == 1) {
|
||||
outFragColor = vec4(diffuse * vec3(1.0) + specular, color.a);
|
||||
if (gl_FragmentSizeNV.x == 1 && gl_FragmentSizeNV.y == 1) {
|
||||
outFragColor.rgb *= vec3(0.5, 1.0, 0.5);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue