Hello,
sampler name added on the mat is sRimStrengthMap0 when the code is sRimStrengthRamp0.
also I noticed on the phong MAT rim lights don’t take into account normal maps, which I think they should, fixed in the GLSL version by adding camSpaceNorm = normal; after
norm = vVert.tangentToCam * norm;
vec3 normal = normalize(norm);
Not sure what the camSpaceNorm variable is for by the way.
Best,
Vincent