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-
- #ifndef USE_TRANSMISSION
-
- #if defined(SSAO_ENABLED) && SSAO_ENABLED > 0
-
- // note: depth can also be sampled and used when SSAO_PACKING = 1.
-
- // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
- float ambientOcclusion = tSSAOMapTexelToLinear ( texture2D( tSSAOMap, viewToScreen(vViewPosition.xyz).xy )).r; //todo: check encoding for tSSAOMap
-
- reflectedLight.indirectDiffuse *= ambientOcclusion;
-
- #if defined( USE_ENVMAP )
-
- float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );
-
- reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );
-
- #endif
-
- #else
- #include <aomap_fragment>
- #endif
-
- #endif
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