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Changed things to implement correct usage of RMA (or MRA) textures

RMA (MRA) textures provide Red channel for Roughness, Green channel for Metalness, and Blue channel for Ambient Occlusion.
Made changes to this example to implement this texture correctly
pull/4678/head
Almaas Rizvi hace 1 semana
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Se han modificado 1 ficheros con 2 adiciones y 2 borrados
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    -2
      examples/shaders/shaders_basic_pbr.c

+ 2
- 2
examples/shaders/shaders_basic_pbr.c Ver fichero

@ -84,7 +84,7 @@ int main()
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "basic pbr");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
// Define the camera to look into our 3d world
Camera camera = { 0 };
@ -263,7 +263,7 @@ int main()
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
o">//DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawFPS(10, 10);

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