Materials shown in the view: each object's metal and rough reach the shader (Solid and Rendered); a Material picker with sixteen to start from (gold, chrome, wood, ceramic...); o.material and fry.materials() in scripts

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Nexoniarz 2026-10-20 17:14:55 +02:00
commit e93ae44684
9 changed files with 101 additions and 5 deletions

View file

@ -53,7 +53,8 @@ struct DrawData { // DRAW_FIELDS in model.glsl
glm::vec4 cube[6];
glm::vec4 params; // x = sun visibility, y = lit by probes, z = liquid cut, w = LiquidStyle
glm::vec4 plane; // liquid surface
glm::vec4 probe; // the nearest reflection probe: x = its texture (0 = none), y = its top level; z = time (s)
glm::vec4 probe; // the nearest reflection probe: x = its texture (0 = none), y = its top level; z = time (s);
// w = its own surface without a material map: 0 none, else 1 + metal (0..255) + rough (0..255) * 256
};
struct FrameData { // FRAME_FIELDS in model.glsl, then (Vulkan) four buffer addresses
glm::mat4 cascades[4];