|
@@ -126,10 +126,11 @@ void main()
|
|
|
{
|
|
|
#ifdef SSR_SUPPORTED
|
|
|
// Intensity
|
|
|
- vec3 albedo = texture2D(textureSampler, vUV).rgb;
|
|
|
+ vec4 albedoFull = texture2D(textureSampler, vUV);
|
|
|
+ vec3 albedo = albedoFull.rgb;
|
|
|
float spec = texture2D(reflectivitySampler, vUV).r;
|
|
|
if (spec == 0.0) {
|
|
|
- gl_FragColor = vec4(albedo, 1.0);
|
|
|
+ gl_FragColor = albedoFull;
|
|
|
return;
|
|
|
}
|
|
|
|
|
@@ -157,7 +158,7 @@ void main()
|
|
|
float albedoMultiplier = 1.0 - reflectionMultiplier;
|
|
|
vec3 SSR = info.color * fresnel;
|
|
|
|
|
|
- gl_FragColor = vec4((albedo * albedoMultiplier) + (SSR * reflectionMultiplier), 1.0);
|
|
|
+ gl_FragColor = vec4((albedo * albedoMultiplier) + (SSR * reflectionMultiplier), albedoFull.a);
|
|
|
#else
|
|
|
gl_FragColor = texture2D(textureSampler, vUV);
|
|
|
#endif
|