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@@ -1088,7 +1088,7 @@ void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_s
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}
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-void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, inout vec3 out_specular, inout vec3 out_ambient) {
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+void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_specular, inout vec3 out_ambient) {
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roughness = roughness * roughness;
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@@ -1469,7 +1469,8 @@ FRAGMENT_SHADER_CODE
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#endif //#USE_LIGHT_DIRECTIONAL
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#ifdef USE_GI_PROBES
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- gi_probes_compute(vertex,normal,roughness,specular,specular_light,ambient_light);
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+ gi_probes_compute(vertex,normal,roughness,specular_light,ambient_light);
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+
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#endif
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