Add support for reflection in PhongLighting shader

This commit is contained in:
Lynix 2017-10-11 00:07:57 +02:00
parent 6c7ed953e2
commit fce0db09e8
1 changed files with 9 additions and 0 deletions

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@ -63,6 +63,7 @@ uniform float ParallaxBias = -0.03;
uniform float ParallaxScale = 0.02;
uniform vec2 InvTargetSize;
uniform vec3 EyePosition;
uniform samplerCube ReflectionMap;
uniform vec4 SceneAmbient;
uniform sampler2D TextureOverlay;
@ -451,6 +452,14 @@ void main()
#endif
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;
#if EMISSIVE_MAPPING