web3d / node_modules /three /src /renderers /shaders /ShaderChunk /roughnessmap_fragment.glsl.js
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export default /* glsl */`
float roughnessFactor = roughness;
#ifdef USE_ROUGHNESSMAP
vec4 texelRoughness = texture2D( roughnessMap, vUv );
// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
roughnessFactor *= texelRoughness.g;
#endif
`;