Fixed a crash in the PBR shader when adding a light map.
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09ce6205c7
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@ -148,6 +148,16 @@ void main(){
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vec3 normal = normalize(wNormal);
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#endif
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float specular = 0.5;
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#ifdef SPECGLOSSPIPELINE
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vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
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vec4 diffuseColor = albedo;
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Roughness = 1.0 - texture2D(m_GlossMap, newTexCoord).r;
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#else
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float nonMetalSpec = 0.08 * specular;
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vec4 specularColor = (nonMetalSpec - nonMetalSpec * Metallic) + albedo * Metallic;
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vec4 diffuseColor = albedo - albedo * Metallic;
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#endif
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#ifdef LIGHTMAP
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vec3 lightMapColor;
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@ -160,17 +170,6 @@ void main(){
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albedo.rgb *= lightMapColor;
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#endif
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float specular = 0.5;
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#ifdef SPECGLOSSPIPELINE
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vec4 specularColor = texture2D(m_SpecularMap, newTexCoord);
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vec4 diffuseColor = albedo;
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Roughness = 1.0 - texture2D(m_GlossMap, newTexCoord).r;
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#else
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float nonMetalSpec = 0.08 * specular;
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vec4 specularColor = (nonMetalSpec - nonMetalSpec * Metallic) + albedo * Metallic;
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vec4 diffuseColor = albedo - albedo * Metallic;
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#endif
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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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for( int i = 0;i < NB_LIGHTS; i+=3){
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