Pass roughness & metalness factors to shader
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4 changed files with 50 additions and 10 deletions
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@ -67,6 +67,9 @@ var t_roughness_metalness: texture_2d<f32>;
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@group(2) @binding(5)
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var s_roughness_metalness: sampler;
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@group(2) @binding(6)
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var<uniform> material_uniform: MaterialUniform;
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@fragment
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fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
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// textures
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@ -76,10 +79,9 @@ fn fs_main(vert: VertexOutput) -> @location(0) vec4<f32> {
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t_roughness_metalness, s_roughness_metalness, vert.tex_coords);
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let albedo = object_color.xyz;
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// TODO: pass factors to shader
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let roughness = object_roughness_metalness.y * 1.0;
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let metalness = object_roughness_metalness.z * 1.0;
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let roughness = object_roughness_metalness.y * material_uniform.rougness_factor;
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let metalness = object_roughness_metalness.z * material_uniform.metallic_factor;
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var total_radiance: vec3<f32>;
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let in_light = sample_direct_light(vert.world_position);
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