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@@ -126,12 +126,16 @@ uniform vec3 ambientLightColor;
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vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );
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+ // TODO: replace with properly filtered cubemaps and access the irradiance LOD level, be it the last LOD level
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+ // of a specular cubemap, or just the default level of a specially created irradiance cubemap.
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+
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#if defined( TEXTURE_CUBE_LOD_EXT )
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vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );
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#else
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+ // force the bias high to get the last LOD level as it is the most blurred.
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vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );
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#endif
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