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Update PBRLighting.frag

added missing uniform to .frag shader
Ryan McDonough 1 年之前
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0eaceb578a
共有 1 个文件被更改,包括 5 次插入0 次删除
  1. 5 0
      jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag

+ 5 - 0
jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.frag

@@ -10,10 +10,15 @@ vec2 newTexCoord;
     uniform float m_AlphaDiscardThreshold;
     uniform float m_AlphaDiscardThreshold;
 #endif
 #endif
 
 
+#ifdef DEBUG_VALUES_MODE
+    uniform int m_DebugValuesMode;
+#endif
+
 varying vec3 wPosition;
 varying vec3 wPosition;
 varying vec3 wNormal;
 varying vec3 wNormal;
 varying vec4 wTangent;
 varying vec4 wTangent;
 
 
+
 #import "Common/ShaderLib/PBRLightingParamsReader.glsllib"
 #import "Common/ShaderLib/PBRLightingParamsReader.glsllib"
 #import "Common/ShaderLib/PBRLighting.glsllib"
 #import "Common/ShaderLib/PBRLighting.glsllib"
 // It is important that these 2 glsllibs are referenced AFTER the other variables above have been declared. 
 // It is important that these 2 glsllibs are referenced AFTER the other variables above have been declared.