Fixes #1304 - Don't use mat3() constructor to keep compatibility with GLSL110

This commit is contained in:
MeFisto94 2020-04-02 23:06:58 +02:00
parent 728a05c4f3
commit 461227bdef

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@ -143,7 +143,11 @@ float renderProbe(vec3 viewDir, vec3 worldPos, vec3 normal, vec3 norm, float Rou
if(lightProbeData[0][3] != 0.0){ if(lightProbeData[0][3] != 0.0){
// oriented box probe // oriented box probe
mat3 wToLocalRot = mat3(lightProbeData); mat3 wToLocalRot;
wToLocalRot[0].xyz = lightProbeData[0].xyz;
wToLocalRot[1].xyz = lightProbeData[1].xyz;
wToLocalRot[2].xyz = lightProbeData[2].xyz;
wToLocalRot = inverse(wToLocalRot); wToLocalRot = inverse(wToLocalRot);
vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]); vec3 scale = vec3(lightProbeData[0][3], lightProbeData[1][3], lightProbeData[2][3]);
#if NB_PROBES >= 2 #if NB_PROBES >= 2