Add support for bent normals for indirect lighting and specular occlusion

This commit is contained in:
Capry 2024-07-12 16:13:47 +02:00
parent 19bb18716e
commit 9828c365c3
16 changed files with 240 additions and 92 deletions

View file

@ -1842,6 +1842,10 @@ void main() {
vec3 normal_map = vec3(0.5);
#endif
#if defined(BENT_NORMAL_MAP_USED)
vec3 bent_normal_map = vec3(0.5);
#endif
float normal_map_depth = 1.0;
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;