Fix a typo which made pbr shader fail to compile

v3.2
grizeldi 7 years ago committed by Stephen Gold
parent e7845e37ea
commit 1c8a8f2355
  1. 2
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag

@ -181,7 +181,7 @@ void main(){
vec4 specularColor = vec4(1.0);
#endif
#ifdef GLOSSINESSMAP
float glossiness = texture2D(m_GlossinesMap, newTexCoord).r * m_Glossiness;
float glossiness = texture2D(m_GlossinessMap, newTexCoord).r * m_Glossiness;
#else
float glossiness = m_Glossiness;
#endif

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