Got metal to work
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4 changed files with 6 additions and 4 deletions
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@ -13,4 +13,4 @@ illum 2
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map_Bump wooden box and barrel/boxes_DefaultMaterial_Normal.png
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map_Bump wooden box and barrel/boxes_DefaultMaterial_Normal.png
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map_Kd wooden box and barrel/boxes_DefaultMaterial_BaseColor.png
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map_Kd wooden box and barrel/boxes_DefaultMaterial_BaseColor.png
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map_Ns wooden box and barrel/boxes_DefaultMaterial_Roughness.png
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map_Ns wooden box and barrel/boxes_DefaultMaterial_Roughness.png
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map_Pm wooden box and barrel/boxes_DefaultMaterial_Metallic.png
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map_Pm wooden box and barrel/boxes_DefaultMaterial_Metallic.jpg
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@ -74,13 +74,15 @@ float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
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void main()
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void main()
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{
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{
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//albedo = vec3(texture(texture_diffuse1, ourTexCoord));
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//albedo = vec3(texture(texture_diffuse1, ourTexCoord));
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float metallic = texture(texture_metalness1, ourTexCoord).r;
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// float metallic = 1 - texture(texture_metalness1, ourTexCoord).r;
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float metallic = 1 - texture(texture_metalness1, ourTexCoord).r;
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// Establish ambient lighting
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// Establish ambient lighting
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float ambientStrength = 0.1;
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float ambientStrength = 0.1;
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// Establish a temporary hard coded light position
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// Establish a temporary hard coded light position
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vec3 lightPosition = vec3(1.0, 1.0, 1.0);
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vec3 lightPosition = vec3( (sin(tick / 600.0)*2), 1 + sin(tick / 600.0)*2, 2.0);
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vec3 lightColor = vec3(1.0, 0.9, 1.0);
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//vec3 lightColor = vec3(1.0, 1.0, 1.0) - sin(tick / 90);
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vec3 lightColor = vec3(1.0, 1.0, 1.0);
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// Normal light maths
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// Normal light maths
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vec3 N = normalize(ourNormCoord);
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vec3 N = normalize(ourNormCoord);
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