Add support for reflection in PhongLighting shader
This commit is contained in:
parent
6c7ed953e2
commit
fce0db09e8
|
|
@ -63,6 +63,7 @@ uniform float ParallaxBias = -0.03;
|
||||||
uniform float ParallaxScale = 0.02;
|
uniform float ParallaxScale = 0.02;
|
||||||
uniform vec2 InvTargetSize;
|
uniform vec2 InvTargetSize;
|
||||||
uniform vec3 EyePosition;
|
uniform vec3 EyePosition;
|
||||||
|
uniform samplerCube ReflectionMap;
|
||||||
uniform vec4 SceneAmbient;
|
uniform vec4 SceneAmbient;
|
||||||
|
|
||||||
uniform sampler2D TextureOverlay;
|
uniform sampler2D TextureOverlay;
|
||||||
|
|
@ -451,6 +452,14 @@ void main()
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
|
vec3 lightColor = (lightAmbient + lightDiffuse + lightSpecular);
|
||||||
|
|
||||||
|
#if REFLECTION_MAPPING
|
||||||
|
vec3 eyeVec = normalize(vWorldPos - EyePosition);
|
||||||
|
|
||||||
|
vec3 reflected = normalize(reflect(eyeVec, normal));
|
||||||
|
lightColor *= texture(ReflectionMap, reflected).rgb;
|
||||||
|
#endif
|
||||||
|
|
||||||
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
|
vec4 fragmentColor = vec4(lightColor, 1.0) * diffuseColor;
|
||||||
|
|
||||||
#if EMISSIVE_MAPPING
|
#if EMISSIVE_MAPPING
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue