Fixes Lightmap handling in PBR shader
This commit is contained in:
parent
950721f926
commit
a6b86ad24d
@ -195,6 +195,8 @@ void main(){
|
||||
vec4 diffuseColor = albedo - albedo * Metallic;
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb = vec3(0.0);
|
||||
|
||||
#ifdef LIGHTMAP
|
||||
vec3 lightMapColor;
|
||||
#ifdef SEPARATE_TEXCOORD
|
||||
@ -204,12 +206,14 @@ void main(){
|
||||
#endif
|
||||
#ifdef AO_MAP
|
||||
lightMapColor.gb = lightMapColor.rr;
|
||||
diffuseColor.rgb *= lightMapColor;
|
||||
#else
|
||||
gl_FragColor.rgb += diffuseColor.rgb * lightMapColor;
|
||||
#endif
|
||||
specularColor.rgb *= lightMapColor;
|
||||
albedo.rgb *= lightMapColor;
|
||||
#endif
|
||||
|
||||
gl_FragColor.rgb = vec3(0.0);
|
||||
|
||||
float ndotv = max( dot( normal, viewDir ),0.0);
|
||||
for( int i = 0;i < NB_LIGHTS; i+=3){
|
||||
vec4 lightColor = g_LightData[i];
|
||||
|
Loading…
x
Reference in New Issue
Block a user