|
@@ -54,7 +54,7 @@ void main(){
|
|
|
vec3 vViewDir = viewDir * tbnMat;
|
|
|
|
|
|
//base PBR params and tex reads:
|
|
|
- readMatParamsAndTextures(tbnMat, vViewDir, albedo, Metallic, Roughness, specularColor, glossiness, lightMapColor, ao, normal, emissive, alpha);
|
|
|
+ readMatParamsAndTextures(tbnMat, vViewDir, albedo, Metallic, Roughness, specularColor, glossiness, lightMapColor, ao, indoorSunLightExposure, normal, emissive, alpha);
|
|
|
|
|
|
// Lighting calculation:
|
|
|
vec3 finalLightingValue = calculatePBRLighting(albedo, Metallic, Roughness, specularColor, glossiness, lightMapColor, ao, indoorSunLightExposure, normal, norm, viewDir);
|