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-rw-r--r--examples/models/resources/shaders/glsl330/pbr.fs14
1 files changed, 8 insertions, 6 deletions
diff --git a/examples/models/resources/shaders/glsl330/pbr.fs b/examples/models/resources/shaders/glsl330/pbr.fs
index 38d56c5d..68bf203a 100644
--- a/examples/models/resources/shaders/glsl330/pbr.fs
+++ b/examples/models/resources/shaders/glsl330/pbr.fs
@@ -73,6 +73,8 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0);
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
+// WARNING: There is some weird behaviour with this function, always returns black!
+// Yes, I even tried: return texture(property.sampler, texCoord).rgb;
vec3 ComputeMaterialProperty(MaterialProperty property)
{
vec3 result = vec3(0.0, 0.0, 0.0);
@@ -187,17 +189,17 @@ void main()
else texCoord = fragTexCoord; // Use default texture coordinates
// Fetch material values from texture sampler or color attributes
- vec3 color = ComputeMaterialProperty(albedo);
- vec3 metal = ComputeMaterialProperty(metalness);
- vec3 rough = ComputeMaterialProperty(roughness);
- vec3 emiss = ComputeMaterialProperty(emission);
- vec3 ao = ComputeMaterialProperty(occlusion);
+ vec3 color = texture(albedo.sampler, texCoord).rgb; //ComputeMaterialProperty(albedo);
+ vec3 metal = texture(metalness.sampler, texCoord).rgb; //ComputeMaterialProperty(metalness);
+ vec3 rough = texture(roughness.sampler, texCoord).rgb; //ComputeMaterialProperty(roughness);
+ vec3 emiss = texture(emission.sampler, texCoord).rgb; //ComputeMaterialProperty(emission);
+ vec3 ao = texture(occlusion.sampler, texCoord).rgb; //ComputeMaterialProperty(occlusion);
// Check if normal mapping is enabled
if (normals.useSampler == 1)
{
// Fetch normal map color and transform lighting values to tangent space
- normal = ComputeMaterialProperty(normals);
+ normal = texture(normals.sampler, texCoord).rgb; //ComputeMaterialProperty(normals);
normal = normalize(normal*2.0 - 1.0);
normal = normalize(normal*TBN);