Bring back the legacy gloss computation (to disable once a proper fallback is done)
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@ -29,7 +29,12 @@ 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(specMapValue), diffuse_color_for_mix, metallicMapValue);
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// FIXME enable this once the fallback shader is properly done!!!
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//vec3 metallicMatColor = mix(vec3(specMapValue), diffuse_color_for_mix, metallicMapValue);
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vec3 metallicMatColor = mix(vec3(0.04), diffuse_color_for_mix, metallicMapValue);
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// END FIXME
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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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