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

This commit is contained in:
Rémy Bouquet 2016-08-14 00:55:20 +02:00
parent 662a0151e2
commit aeb4daf04f
3 changed files with 4 additions and 4 deletions

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

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

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