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better wording per @WestLangley

Ben Houston 8 years ago
parent
commit
f3650c3871

+ 1 - 1
src/renderers/shaders/ShaderChunk/aomap_fragment.glsl

@@ -1,6 +1,6 @@
 #ifdef USE_AOMAP
 #ifdef USE_AOMAP
 
 
-	// reads channel R, intended to be used with a combined OcclusionRoughnessMetallic (RGB) texture
+	// reads channel R, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
 	float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;
 	float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;
 
 
 	reflectedLight.indirectDiffuse *= ambientOcclusion;
 	reflectedLight.indirectDiffuse *= ambientOcclusion;

+ 1 - 1
src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl

@@ -4,7 +4,7 @@ float metalnessFactor = metalness;
 
 
 	vec4 texelMetalness = texture2D( metalnessMap, vUv );
 	vec4 texelMetalness = texture2D( metalnessMap, vUv );
 
 
-	// reads channel B, intended to be used with a combined OcclusionRoughnessMetallic (RGB) texture
+	// reads channel B, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
 	metalnessFactor *= texelMetalness.b;
 	metalnessFactor *= texelMetalness.b;
 
 
 #endif
 #endif

+ 1 - 1
src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl

@@ -4,7 +4,7 @@ float roughnessFactor = roughness;
 
 
 	vec4 texelRoughness = texture2D( roughnessMap, vUv );
 	vec4 texelRoughness = texture2D( roughnessMap, vUv );
 
 
-	// reads channel G, intended to be used with a combined OcclusionRoughnessMetallic (RGB) texture
+	// reads channel G, compatible with a combined OcclusionRoughnessMetallic (RGB) texture
 	roughnessFactor *= texelRoughness.g;
 	roughnessFactor *= texelRoughness.g;
 
 
 #endif
 #endif