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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 | |
`; | |