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void MAIN()
{
vec3 rgb = texture(tex, UV0).rgb;
float C1 = 0.305306011;
vec3 C2 = vec3(0.682171111, 0.682171111, 0.682171111);
vec3 C3 = vec3(0.012522878, 0.012522878, 0.012522878);
BASE_COLOR = vec4(rgb * (rgb * (rgb * C1 + C2) + C3), 1.0);
ROUGHNESS = 0.4;
// Important: undo the effect of doublesided support. (no culling when
// generating the lightmap, but the inverted normal is not wanted)
NORMAL = VAR_WORLD_NORMAL;
}
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