12 lines
359 B
GLSL
12 lines
359 B
GLSL
in vec2 interpolated_uv;
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uniform sampler2D metallic_roughness_texture;
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uniform float metallic_factor;
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uniform float roughness_factor;
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out vec4 output_color;
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void main()
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{
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vec3 sampled_pixel = texture(metallic_roughness_texture, interpolated_uv).rgb;
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output_color = vec4(0.0f, roughness_factor * sampled_pixel.g, metallic_factor * sampled_pixel.b, 1.0f);
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}
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