Removed deprecated material attributes
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This commit is contained in:
2026-05-06 00:29:48 -07:00
parent 6d85afcd0e
commit b68a056011
9 changed files with 37 additions and 69 deletions

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@@ -81,7 +81,7 @@ layout( push_constant ) uniform constants
#endif
#endif
#else
mediump float material_shininess;
mediump float material_roughness_factor;
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
@@ -169,7 +169,7 @@ layout( push_constant ) uniform constants
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
mediump float material_shininess;
mediump float material_roughness_factor;
#if HAS_NORMAL_MAP == 1
sampler2D normalTexture;
#endif
@@ -193,10 +193,8 @@ layout( push_constant ) uniform constants
#endif
#else
lowp vec3 material_ambient;
lowp vec3 material_diffuse;
lowp vec3 material_specular;
lowp float material_alpha;
lowp vec4 material_baseColor_factor;
lowp vec3 material_specularColor_factor;
#if HAS_DIFFUSE_MAP == 1
sampler2D diffuseTexture;
@@ -493,7 +491,7 @@ void main()
// ------ Calculate per-vertex lighting ------
mediump vec3 halfVec = normalize((normalize(PushConstants.camera_position_model_space - vertex_position_skinned) + PushConstants.light_direction_model_space)); // Normalizing anyways, no need to divide by 2
lamberFactor = max(0.0,dot(PushConstants.light_direction_model_space, vertex_normal_skinned));
specularFactor = max(0.0,pow(dot(halfVec,vertex_normal_skinned), PushConstants.material_shininess));
specularFactor = max(0.0,pow(dot(halfVec,vertex_normal_skinned), 1.0 - PushConstants.material_roughness_factor));
#endif
#endif
}