pbrBlockDirectLighting.fx 798 B

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  1. vec3 diffuseBase = vec3(0., 0., 0.);
  2. #ifdef SPECULARTERM
  3. vec3 specularBase = vec3(0., 0., 0.);
  4. #endif
  5. #ifdef CLEARCOAT
  6. vec3 clearCoatBase = vec3(0., 0., 0.);
  7. #endif
  8. #ifdef SHEEN
  9. vec3 sheenBase = vec3(0., 0., 0.);
  10. #endif
  11. #ifdef LIGHTMAP
  12. vec4 lightmapColor = texture2D(lightmapSampler, vLightmapUV + uvOffset);
  13. #ifdef RGBDLIGHTMAP
  14. lightmapColor.rgb = fromRGBD(lightmapColor);
  15. #endif
  16. #ifdef GAMMALIGHTMAP
  17. lightmapColor.rgb = toLinearSpace(lightmapColor.rgb);
  18. #endif
  19. lightmapColor.rgb *= vLightmapInfos.y;
  20. #endif
  21. // Direct Lighting Variables
  22. preLightingInfo preInfo;
  23. lightingInfo info;
  24. float shadow = 1.; // 1 - shadowLevel
  25. #if defined(CLEARCOAT) && defined(CLEARCOAT_TINT)
  26. vec3 absorption = vec3(0.);
  27. #endif