Added the Glow technique to PBR material so that it can work with the bloom filter.

fix-456
Nehon 7 years ago
parent 0dc65efc25
commit de009e2ea7
  1. 23
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md

@ -236,7 +236,7 @@ MaterialDef PBR Lighting {
} }
} }
Technique PreNormalPass { Technique PreNormalPass {
VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert VertexShader GLSL100 : Common/MatDefs/SSAO/normal.vert
FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag FragmentShader GLSL100 : Common/MatDefs/SSAO/normal.frag
@ -256,23 +256,24 @@ MaterialDef PBR Lighting {
} }
Technique GBuf { Technique Glow {
VertexShader GLSL100: Common/MatDefs/Light/GBuf.vert VertexShader GLSL100 GLSL150: Common/MatDefs/Misc/Unshaded.vert
FragmentShader GLSL100: Common/MatDefs/Light/GBuf.frag FragmentShader GLSL100 GLSL150: Common/MatDefs/Light/Glow.frag
WorldParameters { WorldParameters {
WorldViewProjectionMatrix WorldViewProjectionMatrix
NormalMatrix ViewProjectionMatrix
WorldViewMatrix ViewMatrix
WorldMatrix
} }
Defines { Defines {
VERTEX_COLOR : UseVertexColor NEED_TEXCOORD1
NORMALMAP : NormalMap HAS_GLOWMAP : GlowMap
SPECULARMAP : SpecularMap HAS_GLOWCOLOR : GlowColor
PARALLAXMAP : ParallaxMap
NUM_BONES : NumberOfBones
INSTANCING : UseInstancing
} }
} }

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