Material loading works now
This commit is contained in:
@@ -63,6 +63,6 @@ float4 fragmentMain(
|
||||
PointLight pointLight = pointLights[j];
|
||||
result += pointLight.illuminate(materialParams, brdf);
|
||||
}
|
||||
return float4(result, 1.0f);
|
||||
return float4(result + float3(0.4f, 0.4f, 0), 0.7f);
|
||||
}
|
||||
|
||||
|
||||
@@ -8,11 +8,20 @@ interface IBRDF
|
||||
struct BlinnPhong : IBRDF
|
||||
{
|
||||
float3 baseColor;
|
||||
float metallic = 0;
|
||||
float3 normal = float3(0, 0, 1);
|
||||
float specular = 0.5;
|
||||
float roughness = 0.5;
|
||||
float sheen = 1.f;
|
||||
float metallic;
|
||||
float3 normal;
|
||||
float specular;
|
||||
float roughness;
|
||||
float sheen;
|
||||
|
||||
__init()
|
||||
{
|
||||
metallic = 0;
|
||||
normal = float3(0, 0, 1);
|
||||
specular = 0.5;
|
||||
roughness = 0.5;
|
||||
sheen = 1;
|
||||
}
|
||||
|
||||
float3 evaluate(float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user