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

master
MeFisto94 5 years ago
parent 728a05c4f3
commit 461227bdef
  1. 6
      jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib

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

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