vec3 cooktorrance_lighting(vec3 normal, vec3 look, vec3 base_color, float metalness, float roughness)
{
- vec3 light;
- if(use_normal_map)
- light = normalize(tbn_light_dir);
- else
- light = normalize(eye_light_dir);
+ vec3 light = normalize(world_light_dir);
float shadow = get_shadow_factor(0);
vec3 color = cooktorrance_one_light_direct(normal, look, light, light_sources[0].color, base_color, metalness, roughness)*shadow;
void main()
{
- vec3 normal;
- vec3 look;
- if(use_normal_map)
- {
- normal = get_fragment_normal();
- look = normalize(tbn_look_dir);
- }
- else
- {
- normal = normalize(eye_normal);
- look = normalize(eye_look_dir);
- }
+ vec3 normal = get_fragment_normal();
+ vec3 look = normalize(world_look_dir);
vec4 base_color = get_base_color();
float metalness = get_metalness_value();