Update with more probable values
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@ -20,7 +20,7 @@ void main()
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// Polish map is stored in normal color framebuffer .z
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// Metallic map is stored in normal color framebuffer .w
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// Emit map is stored in diffuse color framebuffer.w
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float metallicMapValue = 0.0; //texture(normal_color, tc).w;
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float metallicMapValue = texture(normal_color, tc).w;
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float emitMapValue = diffuseMatColor.w;
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float ao = texture(ssao_tex, tc).x;
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@ -28,7 +28,7 @@ void main()
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vec3 SpecularComponent = texture(specular_map, tc).xyz;
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vec3 diffuse_color_for_mix = diffuseMatColor.xyz * 4.0;
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vec3 metallicMatColor = mix(vec3(0.5), diffuse_color_for_mix, metallicMapValue);
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vec3 metallicMatColor = mix(vec3(0.2), diffuse_color_for_mix, metallicMapValue);
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vec3 tmp = DiffuseComponent * mix(diffuseMatColor.xyz, vec3(0.0), metallicMapValue) + (metallicMatColor * SpecularComponent);
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vec3 emitCol = diffuseMatColor.xyz + (diffuseMatColor.xyz * diffuseMatColor.xyz * emitMapValue * emitMapValue * 10.0);
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@ -39,7 +39,7 @@ void main(void)
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o_normal_color.xy = 0.5 * EncodeNormal(normalize(normal)) + 0.5;
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o_normal_color.zw = layer_2.xy;
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o_normal_color.z = 0.1;
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//o_normal_color.z = 0;
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#else
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o_diffuse_color = vec4(final_color, 1.0);
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#endif
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