Fixed a crash in the PBR shader when adding a light map.
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09ce6205c7
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0610f703d7
@ -148,18 +148,6 @@ void main(){
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vec3 normal = normalize(wNormal);
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vec3 normal = normalize(wNormal);
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#endif
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#endif
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#ifdef LIGHTMAP
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vec3 lightMapColor;
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#ifdef SEPARATE_TEXCOORD
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lightMapColor = texture2D(m_LightMap, texCoord2).rgb;
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#else
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lightMapColor = texture2D(m_LightMap, texCoord).rgb;
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#endif
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specularColor.rgb *= lightMapColor;
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albedo.rgb *= lightMapColor;
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#endif
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float specular = 0.5;
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float specular = 0.5;
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#ifdef SPECGLOSSPIPELINE
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#ifdef SPECGLOSSPIPELINE
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vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
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vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
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@ -171,6 +159,17 @@ void main(){
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vec4 diffuseColor = albedo - albedo * Metallic;
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vec4 diffuseColor = albedo - albedo * Metallic;
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#endif
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#endif
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#ifdef LIGHTMAP
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vec3 lightMapColor;
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#ifdef SEPARATE_TEXCOORD
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lightMapColor = texture2D(m_LightMap, texCoord2).rgb;
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#else
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lightMapColor = texture2D(m_LightMap, texCoord).rgb;
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#endif
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specularColor.rgb *= lightMapColor;
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albedo.rgb *= lightMapColor;
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#endif
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gl_FragColor.rgb = vec3(0.0);
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gl_FragColor.rgb = vec3(0.0);
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float ndotv = max( dot( normal, viewDir ),0.0);
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float ndotv = max( dot( normal, viewDir ),0.0);
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for( int i = 0;i < NB_LIGHTS; i+=3){
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for( int i = 0;i < NB_LIGHTS; i+=3){
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