diff --git a/src/main/resources/ShaderLib/PBRLighting.glsllib b/src/main/resources/ShaderLib/PBRLighting.glsllib index 887349c..8121b5f 100644 --- a/src/main/resources/ShaderLib/PBRLighting.glsllib +++ b/src/main/resources/ShaderLib/PBRLighting.glsllib @@ -1,31 +1,8 @@ -#import "Common/ShaderLib/Lighting.glsllib" -#import "ShaderLib/PBR.glsllib" -//declare PBR Lighting vars -uniform vec4 g_LightData[NB_LIGHTS]; -uniform vec3 g_CameraPosition; -uniform vec4 g_AmbientLightColor; -#if NB_PROBES >= 1 - uniform samplerCube g_PrefEnvMap; - uniform vec3 g_ShCoeffs[9]; - uniform mat4 g_LightProbeData; -#endif -#if NB_PROBES >= 2 - uniform samplerCube g_PrefEnvMap2; - uniform vec3 g_ShCoeffs2[9]; - uniform mat4 g_LightProbeData2; -#endif -#if NB_PROBES == 3 - uniform samplerCube g_PrefEnvMap3; - uniform vec3 g_ShCoeffs3[9]; - uniform mat4 g_LightProbeData3; -#endif - - -vec3 calculatePBRLighting(){ -//vec3 calculatePBRLighting(in vec4 albedo, in float Metallic, in float Roughness, in vec4 specularColor, in float glossiness, in vec3 lightMapColor, in vec3 ao, in float indoorSunLightExposure, in vec3 normal, in vec3 norm, in vec3 viewDir){ - vec3 finalLightingValue; +//vec3 calculatePBRLighting(){ +vec3 calculatePBRLighting(in vec4 albedo, in float Metallic, in float Roughness, in vec4 specularColor, in float glossiness, in vec3 lightMapColor, in vec3 ao, in float indoorSunLightExposure, in vec3 normal, in vec3 norm, in vec3 viewDir){ + vec3 finalLightingValue = vec3(0.0, 0.0, 0.0); #ifdef SPECGLOSSPIPELINE vec4 diffuseColor = albedo;// * (1.0 - max(max(specularColor.r, specularColor.g), specularColor.b));