Fixed some issue with textureCubeLod in the PBR shader with early versions of glsl

define_list_fix
Rémy Bouquet 9 years ago
parent 662a0151e2
commit aeb4daf04f
  1. 4
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md
  2. 2
      jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Environment/envMapping100.frag
  3. 2
      jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib

@ -109,8 +109,8 @@ MaterialDef PBR Lighting {
Technique {
LightMode SinglePassAndImageBased
VertexShader GLSL100: Common/MatDefs/Light/PBRLighting.vert
FragmentShader GLSL100: Common/MatDefs/Light/PBRLighting.frag
VertexShader GLSL110: Common/MatDefs/Light/PBRLighting.vert
FragmentShader GLSL110: Common/MatDefs/Light/PBRLighting.frag
WorldParameters {
WorldViewProjectionMatrix

@ -1,4 +1,4 @@
#extension GL_ARB_shader_texture_lod : require
void main(){
//@input vec3 refVec the reflection vector
//@input samplerCube cubeMap the cube map

@ -1,4 +1,4 @@
#extension GL_ARB_shader_texture_lod : require
#ifndef PI
#define PI 3.14159265358979323846264
#endif

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