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Shaders reflections changes ?


YouGroove
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Its because the default shader calculates the cubemap colors combined with the specular texture but then never does anything with that variable ('emissions'). Another thing to consider is that the texture slot for the cubemap is texture 5. Also, keep in mind that there is no default env shader for animated models.

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Another thing to consider is that the texture slot for the cubemap is texture 5

I put one on texture 5 slot , but nothing happens.

I was seeking some reflective material effect for static models not animated.

 

LE3 is not able to have buidling windows reflective like this simple shader ?

How can we do ?

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The cubemap goes on texture slot 5, and if you change the last line of the pixel shader to this, it will appear:

fragData2 = vec4(emission.rgb,specular);

 

It just doesn't get used in the default demos, so this got missed. Adding the fixed shader now...

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Some usefull modification to tweak models reflection power in the editor :

 

Change this line of code in LE3 Environment shader to be able to control the level of reflection using the specular material adjustable value.

 

vec4 emission = texture(texture5,cubecoord) * texture(texture2,ex_texcoords0) * materialcolorspecular ;

post-3271-0-65273800-1444068177_thumb.jpg

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