Probe intensity
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@ -7,7 +7,7 @@ uniform samplerCube probeTex;
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uniform sampler2D gbuffer0;
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uniform sampler2D gbuffer1;
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uniform mat4 invVP;
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// uniform vec3 probep;
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uniform vec3 probep;
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uniform vec3 eye;
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in vec4 wvpposition;
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@ -45,7 +45,6 @@ void main() {
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vec3 v = wp - eye;
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// float intensity = clamp((1.0 - roughness) * dot(n, proben), 0.0, 1.0);
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float intensity = 1.0 - roughness;
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float intensity = clamp((1.0 - roughness) * dot(wp - probep, n), 0.0, 1.0);
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fragColor.rgb = texture(probeTex, reflect(v, n)).rgb * intensity;
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}
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