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lights_pars: using texture2d/Cube bias when EXT_shader_texture_lod is not available. See cad0d3bbfa5b1c83c93d965bbd4e9ba86c9c4062

Mr.doob 9 years ago
parent
commit
81c5ee3ca6
1 changed files with 4 additions and 8 deletions
  1. 4 8
      src/renderers/shaders/ShaderChunk/lights_pars.glsl

+ 4 - 8
src/renderers/shaders/ShaderChunk/lights_pars.glsl

@@ -210,11 +210,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 
 
 		reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
 		reflectVec = inverseTransformDirection( reflectVec, viewMatrix );
 
 
-		#ifdef TEXTURE_LOD_EXT
-
-			float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
-
-		#endif
+		float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );
 
 
 		#ifdef ENVMAP_TYPE_CUBE
 		#ifdef ENVMAP_TYPE_CUBE
 
 
@@ -226,7 +222,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 
 
 			#else
 			#else
 
 
-				vec4 envMapColor = textureCube( envMap, queryReflectVec );
+				vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );
 
 
 			#endif
 			#endif
 
 
@@ -242,7 +238,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 
 
 			#else
 			#else
 
 
-				vec4 envMapColor = texture2D( envMap, sampleUV );
+				vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );
 
 
 			#endif
 			#endif
 
 
@@ -256,7 +252,7 @@ vec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {
 
 
 			#else
 			#else
 
 
-				vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );
+				vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );
 
 
 			#endif
 			#endif