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Merge "Enhance texteditor background drawing performance" into devel/master
[platform/core/uifw/dali-toolkit.git]
/
automated-tests
/
resources
/
dli_pbr.fsh
diff --git
a/automated-tests/resources/dli_pbr.fsh
b/automated-tests/resources/dli_pbr.fsh
index
72a0d31
..
6a961d2
100644
(file)
--- a/
automated-tests/resources/dli_pbr.fsh
+++ b/
automated-tests/resources/dli_pbr.fsh
@@
-31,6
+31,10
@@
uniform sampler2D sNormalRoughness;
\r
#endif
\r
\r
uniform sampler2D sNormalRoughness;
\r
#endif
\r
\r
+#ifdef OCCLUSION
\r
+ uniform sampler2D sAmbientOcclusion;
\r
+#endif //OCCLUSION
\r
+
\r
uniform samplerCube sDiffuse;
\r
uniform samplerCube sSpecular;
\r
\r
uniform samplerCube sDiffuse;
\r
uniform samplerCube sSpecular;
\r
\r
@@
-152,6
+156,11
@@
void main()
vec3 finalColor = diffuseColor + specColor;
\r
\r
finalColor = sqrt( finalColor ) * uIblIntensity;
\r
vec3 finalColor = diffuseColor + specColor;
\r
\r
finalColor = sqrt( finalColor ) * uIblIntensity;
\r
+
\r
+#ifdef OCCLUSION
\r
+ finalColor *= texture(sAmbientOcclusion, vUV.st).r;
\r
+#endif //OCCLUSION
\r
+
\r
#ifdef THREE_TEX
\r
FragColor = vec4( finalColor, alpha );
\r
#else //THREE_TEX
\r
#ifdef THREE_TEX
\r
FragColor = vec4( finalColor, alpha );
\r
#else //THREE_TEX
\r