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Update PBRTerrainUtils.glsllib

accidentally reverted triplanar to using wPosition instead of lPosition. probably doesn't matter, both should work (although high wPosition values could result in lack of float precision so its best to go with local instead of world)
Ryan McDonough 6 ماه پیش
والد
کامیت
14fc28d56d
1فایلهای تغییر یافته به همراه3 افزوده شده و 3 حذف شده
  1. 3 3
      jme3-terrain/src/main/resources/Common/MatDefs/Terrain/Modular/PBRTerrainUtils.glsllib

+ 3 - 3
jme3-terrain/src/main/resources/Common/MatDefs/Terrain/Modular/PBRTerrainUtils.glsllib

@@ -152,17 +152,17 @@
            
         //  Triplanar Albedo:
         void PBRTerrainUtils_readTriPlanarAlbedoTexture(in sampler2D tex, in float scale, inout PBRTerrainTextureLayer layer){         
-            vec4 packedAlbedoVec = getTriPlanarBlend(wPosition, tex, scale);
+            vec4 packedAlbedoVec = getTriPlanarBlend(lPosition, tex, scale);
             updateLayerFromPackedAlbedoMap(packedAlbedoVec, layer);
         }    
         //  Triplanar normal:
         void PBRTerrainUtils_readTriPlanarNormalTexture(in sampler2D tex, in float scale, inout PBRTerrainTextureLayer layer){
-            vec4 packedNormalParallaxVec = getTriPlanarNormalBlend(wPosition, tex, scale);
+            vec4 packedNormalParallaxVec = getTriPlanarNormalBlend(lPosition, tex, scale);
             updateLayerFromPackedNormalParallaxVec(packedNormalParallaxVec, layer);
         } 
         //  TriPlanar metallicRoughnessAoEi:
         void PBRTerrainUtils_readTriPlanarMetallicRoughnessAoEiTexture(in sampler2D tex, in float scale, inout PBRTerrainTextureLayer layer){
-            vec4 packedMRAoEi = getTriPlanarBlend(wPosition, tex, scale);
+            vec4 packedMRAoEi = getTriPlanarBlend(lPosition, tex, scale);
             updateLayerFromPackedMRAoEiVec(packedMRAoEi, layer);
         }            
    //________________________________