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
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Almaas Rizvi 2025-01-10 22:33:13 +05:30 committed by GitHub
parent 4bb18ada61
commit 475b4c0858
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@ -84,7 +84,7 @@ int main()
const int screenHeight = 450; const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); 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 // Define the camera to look into our 3d world
Camera camera = { 0 }; Camera camera = { 0 };
@ -263,7 +263,7 @@ int main()
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY); DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
//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); DrawFPS(10, 10);