mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-27 16:17:12 +03:00
Particle system improvements + Emissive materials
Added option for Global particle positions Added material property for particles Added Emissive rendering
This commit is contained in:
@@ -38,6 +38,7 @@ uniform sampler2D m_Albedo;
|
||||
uniform sampler2D m_Material;
|
||||
uniform sampler2D m_Normal;
|
||||
uniform sampler2D m_SSAO;
|
||||
uniform sampler2D m_Emissive;
|
||||
|
||||
// Lights
|
||||
const int MaxLight = 32;
|
||||
@@ -223,10 +224,21 @@ void main()
|
||||
// Convert from [0, 1] to [-1, 1].
|
||||
vec3 albedo = texture(m_Albedo, UV).rgb;
|
||||
vec3 normal = texture(m_Normal, UV).rgb * 2.0 - 1.0;
|
||||
float metallic = texture(m_Material, UV).r;
|
||||
float roughness = texture(m_Material, UV).b;
|
||||
float ao = texture(m_Material, UV).g;
|
||||
float ssao = texture(m_SSAO, UV).r;
|
||||
|
||||
vec4 materialSample = texture(m_Material, UV);
|
||||
float metallic = materialSample.r;
|
||||
float ao = materialSample.g;
|
||||
float roughness = materialSample.b;
|
||||
float unlit = materialSample.a;
|
||||
float ssao = texture(m_SSAO, UV).r;
|
||||
float emissive = texture(m_Emissive, UV).r;
|
||||
|
||||
if (unlit > 0.1f)
|
||||
{
|
||||
FragColor = vec4(albedo * ssao * emissive, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 N = normal;
|
||||
vec3 V = normalize(u_EyePosition - worldPos);
|
||||
vec3 R = reflect(-V, N);
|
||||
@@ -240,6 +252,7 @@ void main()
|
||||
vec3 fog = vec3(0.0);
|
||||
float shadow = 0.0f;
|
||||
|
||||
|
||||
if (true)
|
||||
{
|
||||
vec3 L = normalize(u_DirectionalLight.Direction);
|
||||
|
||||
Reference in New Issue
Block a user