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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 tháng trước cách đây
mục cha
commit
14fc28d56d

+ 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);
         }            
    //________________________________