#define USE_GLOW #define USE_MAP_MATERIAL T_BPMaterial BPMaterials[1] = { { vec3( 1 , 1 , .4 ) * .1 , vec3( 1 , 1 , .4 ) , 40 , .1 } }; T_PBRMaterialOld PBRMaterialsOld[1] = { { // Albedo / specular colors vec3( 1 , 1 , 0 ) , vec3( 1 , 1 , .4 ) * .1 , // Roughness , anisotropy , subsurface , metallic .8 , .8 , .1 , .9 } }; T_PBRMaterial PBRMaterials[1] = { { // Albedo color vec3( 1 , 1 , .4 ) , // Roughness , metallic , subsurface , anisotropy .4 , .7 , 1 , .1 , // Specular strength / tint% .5 , .5 } }; vec3 Glow[1] = { vec3( 2 , .4 , 5 ) * 4 }; void mapMaterial( in int matIndex , out int type , out int tIndex , out int glowIndex ) { if ( matIndex == 0 ) { glowIndex = -1; } else { //type = 1; glowIndex = 0; } type = 1; tIndex = 0; } vec2 map( vec3 pos ) { pos = pos - vec3( 0 , 0 , 0 ); vec3 q = pos; q.xy = mod( q.xy + 4. , 8. ) - 4.; return vec2( length( q ) - 1.8 , step( 0. , 1.9 - length( pos.xy ) ) ); }