MCP 3D Printer Server

by DMontgomery40
Verified
export default /* glsl */` #ifdef USE_AOMAP // reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0; reflectedLight.indirectDiffuse *= ambientOcclusion; #if defined( USE_CLEARCOAT ) clearcoatSpecularIndirect *= ambientOcclusion; #endif #if defined( USE_SHEEN ) sheenSpecularIndirect *= ambientOcclusion; #endif #if defined( USE_ENVMAP ) && defined( STANDARD ) float dotNV = saturate( dot( geometryNormal, geometryViewDir ) ); reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness ); #endif #endif `;