SHADER
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@@ -0,0 +1,17 @@
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group_uniforms Reflections;
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uniform float metallic : hint_range(0,1) = 0.0;
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uniform float roughness : hint_range(0,1) = 1.0;
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uniform sampler2D texture_surface : hint_default_white;
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group_uniforms;
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struct Surface {
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float metallic;
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float roughness;
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};
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Surface reflections_fragment(vec2 uv) {
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return Surface(
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metallic * texture(texture_surface, uv).r,
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roughness * texture(texture_surface, uv).g
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);
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}
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