stk-code_catmod/data/shaders/utils/getLightFactor.frag

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uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
uniform sampler2D SSAO;
uniform vec2 screen;
uniform vec3 ambient;
vec3 getLightFactor(float specMapValue)
{
vec2 tc = gl_FragCoord.xy / screen;
vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
vec3 SpecularComponent = texture(SpecularMap, tc).xyz;
float ao = texture(SSAO, tc).x;
vec3 tmp = ao * ambient + DiffuseComponent + SpecularComponent * specMapValue;
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return tmp * ao;
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}