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| export default /* glsl */` | |
| #ifdef USE_AOMAP | |
| // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture | |
| float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0; | |
| reflectedLight.indirectDiffuse *= ambientOcclusion; | |
| #if defined( USE_ENVMAP ) && defined( PHYSICAL ) | |
| float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) ); | |
| reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness ); | |
| #endif | |
| #endif | |
| `; | |