vec3 apply_fog(vec3 color)
{
float fog_value = exp(fog_coord*fog_density);
- return mix(fog_color, color, fog_value);
+ return mix(fog_color.rgb, color, fog_value);
}
uniform sampler2D diffuse_map;
uniform sampler2D specular_map;
uniform sampler2D shininess_map;
+uniform sampler2D reflectivity_map;
uniform sampler2D base_color_map;
uniform sampler2D metalness_map;
uniform sampler2D roughness_map;
mat3 env_eye_matrix;
};
-const int max_clip_planes = 0;
+layout(constant_id=auto) const int max_clip_planes = 0;
uniform Clipping
{
ClipPlane clip_planes[max_clip_planes];