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

v3.3
MeFisto94 5 years ago committed by Stephen Gold
parent 391e0dc6d0
commit 9dfbcde88c
  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){ 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

Loading…
Cancel
Save