diff --git a/jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib b/jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib index c9cdeed76..5979af533 100644 --- a/jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib +++ b/jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib @@ -135,7 +135,7 @@ vec3 EnvDFGPolynomial( vec3 specularColor, float roughness, float ndotv ){ vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){ //TODO magic values should be replaced by defines. float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0; - vec3 PrefilteredColor = textureCube(envMap, refVec.xyz,Lod).rgb; + vec3 PrefilteredColor = textureCubeLod(envMap, refVec.xyz,Lod).rgb; vec2 EnvBRDF = texture2D(integrateBRDF,vec2(Roughness, ndotv)).rg; return PrefilteredColor * ( SpecularColor * EnvBRDF.x+ EnvBRDF.y ); } @@ -143,7 +143,7 @@ vec3 ApproximateSpecularIBL(samplerCube envMap,sampler2D integrateBRDF, vec3 Spe vec3 ApproximateSpecularIBLPolynomial(samplerCube envMap, vec3 SpecularColor , float Roughness, float ndotv, vec3 refVec){ //TODO magic values should be replaced by defines. float Lod = log2(Roughness) * 1.2 + 6.0 - 1.0; - vec3 PrefilteredColor = textureCube(envMap, refVec.xyz,Lod).rgb; + vec3 PrefilteredColor = textureCubeLod(envMap, refVec.xyz,Lod).rgb; return PrefilteredColor * EnvDFGPolynomial(SpecularColor, Roughness, ndotv); }