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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 | |
`; | |