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Fixed some issue with textureCubeLod in the PBR shader with early versions of glsl

Rémy Bouquet 9 年之前
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aeb4daf04f

+ 2 - 2
jme3-core/src/main/resources/Common/MatDefs/Light/PBRLighting.j3md

@@ -109,8 +109,8 @@ MaterialDef PBR Lighting {
  Technique {
         LightMode SinglePassAndImageBased
         
-        VertexShader GLSL100:   Common/MatDefs/Light/PBRLighting.vert
-        FragmentShader GLSL100: Common/MatDefs/Light/PBRLighting.frag
+        VertexShader GLSL110:   Common/MatDefs/Light/PBRLighting.vert
+        FragmentShader GLSL110: Common/MatDefs/Light/PBRLighting.frag
 
         WorldParameters {
             WorldViewProjectionMatrix

+ 1 - 1
jme3-core/src/main/resources/Common/MatDefs/ShaderNodes/Environment/envMapping100.frag

@@ -1,4 +1,4 @@
-
+#extension GL_ARB_shader_texture_lod : require
 void main(){
         //@input vec3 refVec the reflection vector
     //@input samplerCube cubeMap the cube map

+ 1 - 1
jme3-core/src/main/resources/Common/ShaderLib/PBR.glsllib

@@ -1,4 +1,4 @@
-
+#extension GL_ARB_shader_texture_lod : require
 #ifndef PI
     #define PI 3.14159265358979323846264
 #endif