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
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