Add ambient occlusion maybe
@@ -75,7 +75,7 @@ void main() {
shadow_value = texture(sampler2DArrayShadow(shadow, shadow_sampler), shadow_shadow_coords);
}
- color += surface_shading(directional_lights[i], pixel, v, shadow_value);
+ color += surface_shading(directional_lights[i], pixel, v, shadow_value * pixel.ambient_occlusion);
}
o_color = vec4(color, 1.0);
