diff --git a/data/models/wooden_boxbarrel/wooden box and barrel/boxes_DefaultMaterial_Metallic.jpg b/data/models/wooden_boxbarrel/wooden box and barrel/boxes_DefaultMaterial_Metallic.jpg new file mode 100644 index 0000000..72af749 Binary files /dev/null and b/data/models/wooden_boxbarrel/wooden box and barrel/boxes_DefaultMaterial_Metallic.jpg differ diff --git a/data/models/wooden_boxbarrel/wooden box and barrel/boxes_DefaultMaterial_Metallic.png b/data/models/wooden_boxbarrel/wooden box and barrel/boxes_DefaultMaterial_Metallic.png deleted file mode 100644 index ff427c5..0000000 Binary files a/data/models/wooden_boxbarrel/wooden box and barrel/boxes_DefaultMaterial_Metallic.png and /dev/null differ diff --git a/data/models/wooden_boxbarrel/wooden_box_and_barrel.mtl b/data/models/wooden_boxbarrel/wooden_box_and_barrel.mtl index 4b0121d..682b8a8 100644 --- a/data/models/wooden_boxbarrel/wooden_box_and_barrel.mtl +++ b/data/models/wooden_boxbarrel/wooden_box_and_barrel.mtl @@ -13,4 +13,4 @@ illum 2 map_Bump wooden box and barrel/boxes_DefaultMaterial_Normal.png map_Kd wooden box and barrel/boxes_DefaultMaterial_BaseColor.png map_Ns wooden box and barrel/boxes_DefaultMaterial_Roughness.png -map_Pm wooden box and barrel/boxes_DefaultMaterial_Metallic.png +map_Pm wooden box and barrel/boxes_DefaultMaterial_Metallic.jpg diff --git a/data/shaders/pbrFragment.glsl b/data/shaders/pbrFragment.glsl index 1851336..8c16aec 100644 --- a/data/shaders/pbrFragment.glsl +++ b/data/shaders/pbrFragment.glsl @@ -74,13 +74,15 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) void main() { //albedo = vec3(texture(texture_diffuse1, ourTexCoord)); - float metallic = texture(texture_metalness1, ourTexCoord).r; + // float metallic = 1 - texture(texture_metalness1, ourTexCoord).r; + float metallic = 1 - texture(texture_metalness1, ourTexCoord).r; // Establish ambient lighting float ambientStrength = 0.1; // Establish a temporary hard coded light position - vec3 lightPosition = vec3(1.0, 1.0, 1.0); - vec3 lightColor = vec3(1.0, 0.9, 1.0); + vec3 lightPosition = vec3( (sin(tick / 600.0)*2), 1 + sin(tick / 600.0)*2, 2.0); + //vec3 lightColor = vec3(1.0, 1.0, 1.0) - sin(tick / 90); + vec3 lightColor = vec3(1.0, 1.0, 1.0); // Normal light maths vec3 N = normalize(ourNormCoord);