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-rw-r--r--src/shaders/pbr.c26
1 files changed, 5 insertions, 21 deletions
diff --git a/src/shaders/pbr.c b/src/shaders/pbr.c
index a917f95..9f148ee 100644
--- a/src/shaders/pbr.c
+++ b/src/shaders/pbr.c
@@ -24,46 +24,30 @@ static void vert( Vertex* in, Vec4* clipcoord) {
object2clip(&p, clipcoord);
Vec3 worldnormal = mat4_mulvec3(*_object2world, in->normal);
worldnormal = vec3_normalize(worldnormal);
- //*rough = 1 - internal_vec3_dot(&worldnormal, light);
- //*vnormal = in->normal;
*_texcoord = in->texcoord;
_clip_pos->x = clipcoord->z;
_clip_pos->y = clipcoord->w;
}
static bool frag( Vec4* color) {
- //internal_vec3_normalize(light, light);
- //internal_vec3_normalize(vnormal, vnormal);
- //float roughness = *rough;
- //(*color).r = 1;
- //(*color).g = 1;
- //(*color).b = 1;
- //(*color).a = 1;
- //return 1;
- //float rough = 1- internal_vec3_dot(&in->normal, light);
float depth = _clip_pos->x / _clip_pos->y;
depth = (depth + 1) / 2;
- depth = linear01Depth(depth);
+ depth = linear_01_depth(depth);
Vec4 c = tex2d(_albedo_tex, _texcoord);
- //Color32 nc = tex2d(noramltex, in->texcoord);
- //internal_vec3_scale(&c, roughness, &c);
*color = vec4_saturate(c);
- //*color = vec4(1,1,1,1);
- //*color = vec4(depth, depth, depth, 1);
- //internal_vec3_scale(color, 1 - depth, color);
- return 1;
+ put();
}
Program ssr_built_in_shader_pbr = {
vert, frag,
- VARYING_NUM_00 |
+ //VARYING_NUM_00 |
//VARYING_V3_00 |
//VARYING_V3_01 |
//VARYING_V3_02 |
//VARYING_V3_03 |
//VARYING_V3_04 |
//VARYING_V4_00 |
- VARYING_V2_00 |
- VARYING_V3_05 |
+ VARYING_V2_00 |
+ //VARYING_V3_05 |
VARYING_V2_01
};