Fixed some issue with textureCubeLod in the PBR shader with early versions of glsl
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@ -109,8 +109,8 @@ MaterialDef PBR Lighting {
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Technique {
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LightMode SinglePassAndImageBased
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VertexShader GLSL100: Common/MatDefs/Light/PBRLighting.vert
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FragmentShader GLSL100: Common/MatDefs/Light/PBRLighting.frag
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VertexShader GLSL110: Common/MatDefs/Light/PBRLighting.vert
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FragmentShader GLSL110: Common/MatDefs/Light/PBRLighting.frag
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WorldParameters {
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WorldViewProjectionMatrix
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@ -1,4 +1,4 @@
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#extension GL_ARB_shader_texture_lod : require
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void main(){
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//@input vec3 refVec the reflection vector
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//@input samplerCube cubeMap the cube map
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@ -1,4 +1,4 @@
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#extension GL_ARB_shader_texture_lod : require
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#ifndef PI
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#define PI 3.14159265358979323846264
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#endif
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