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@@ -19,8 +19,8 @@ int getFaceFromDirection(vec3 direction) {
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}
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return face;
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}
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-const float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;
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-const float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);
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+float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;
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+float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);
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vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
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float scale = exp2(cubeUV_maxLods1 - roughnessLevel);
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@@ -35,7 +35,7 @@ vec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {
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return vec2(floor(mipLevel), fract(mipLevel));
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}
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-const float cubeUV_maxLods2 = log2(cubeUV_textureSize*0.25) - 2.0;
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+float cubeUV_maxLods2 = log2(cubeUV_textureSize*0.25) - 2.0;
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const float cubeUV_rcpTextureSize = 1.0 / cubeUV_textureSize;
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vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
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@@ -97,7 +97,7 @@ vec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {
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return base + s * ( scale - 2.0 * texelOffset );
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}
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-const float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;
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+float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;
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vec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {
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float roughnessVal = roughness* cubeUV_maxLods3;
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