forked from LeenkxTeam/LNXSDK
Patch_2
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@ -25,13 +25,13 @@ void main() {
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float roughness = g0.b;
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if (roughness > 0.95) {
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fragColor.rgb = vec3(0.0);
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fragColor = vec4(0.0);
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return;
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}
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float spec = fract(textureLod(gbuffer1, texCoord, 0.0).a);
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if (spec == 0.0) {
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fragColor.rgb = vec3(0.0);
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fragColor = vec4(0.0);
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return;
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}
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@ -50,5 +50,5 @@ void main() {
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n = normalize(n);
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float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0);
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fragColor.rgb = texture(probeTex, tc).rgb * intensity;
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fragColor = vec4(texture(probeTex, tc).rgb * intensity, 1.0);
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}
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