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@needle-tools/three

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export default /* glsl */` float roughnessFactor = roughness; #ifdef USE_ROUGHNESSMAP vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv ); // reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture roughnessFactor *= texelRoughness.g; #endif `;