PBRLighting Uses the world normal fetched from the texture...

define_list_fix
Nehon 9 years ago
parent 65a8ee0f2e
commit 7190da4df0
  1. 2
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag

@ -214,7 +214,7 @@ void main(){
vec3 indirectDiffuse = vec3(0.0);
vec3 indirectSpecular = vec3(0.0);
indirectDiffuse = textureCube(g_IrradianceMap, wNormal.xyz).rgb * diffuseColor.rgb;
indirectDiffuse = textureCube(g_IrradianceMap, normal.xyz).rgb * diffuseColor.rgb;
indirectSpecular = ApproximateSpecularIBLPolynomial(g_PrefEnvMap, specularColor.rgb, Roughness, ndotv, rv.xyz);
indirectSpecular *= vec3(horiz);

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