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| author | Ray <[email protected]> | 2019-04-05 16:43:09 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-04-05 16:43:09 +0200 |
| commit | c600dd07668f301fc1a986326d807f341e6ecb78 (patch) | |
| tree | 436bd51bfb4a3d0ee4521451883ffe40fec92782 /examples/models/resources | |
| parent | 0f9fe34c3a9228eaa3ffdb3be3f52ba586d1ddfa (diff) | |
| download | raylib-c600dd07668f301fc1a986326d807f341e6ecb78.tar.gz raylib-c600dd07668f301fc1a986326d807f341e6ecb78.zip | |
Review PBR shaders
Issue was related to vertex tangent attibutes not uploaded to GPU, a quick solution was implemented for new vertex attributes loading for already existing meshes... I don't like it specially but it will work for now.
Diffstat (limited to 'examples/models/resources')
| -rw-r--r-- | examples/models/resources/shaders/brdf.fs | 4 | ||||
| -rw-r--r-- | examples/models/resources/shaders/irradiance.fs | 4 | ||||
| -rw-r--r-- | examples/models/resources/shaders/prefilter.fs | 4 |
3 files changed, 6 insertions, 6 deletions
diff --git a/examples/models/resources/shaders/brdf.fs b/examples/models/resources/shaders/brdf.fs index 3e8777d2..d04bc661 100644 --- a/examples/models/resources/shaders/brdf.fs +++ b/examples/models/resources/shaders/brdf.fs @@ -10,13 +10,13 @@ #version 330 -#define MAX_SAMPLES 1024u // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; // Constant values const float PI = 3.14159265359; +const uint MAX_SAMPLES = 1024u; // Output fragment color out vec4 finalColor; @@ -93,7 +93,7 @@ vec2 IntegrateBRDF(float NdotV, float roughness) vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV); vec3 N = vec3(0.0, 0.0, 1.0); - for (int i = 0; i < MAX_SAMPLES; i++) + for (uint i = 0u; i < MAX_SAMPLES; i++) { // Generate a sample vector that's biased towards the preferred alignment direction (importance sampling) diff --git a/examples/models/resources/shaders/irradiance.fs b/examples/models/resources/shaders/irradiance.fs index 87113673..b42d2143 100644 --- a/examples/models/resources/shaders/irradiance.fs +++ b/examples/models/resources/shaders/irradiance.fs @@ -9,7 +9,7 @@ #version 330 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform samplerCube environmentMap; @@ -23,7 +23,7 @@ out vec4 finalColor; void main() { // The sample direction equals the hemisphere's orientation - vec3 normal = normalize(fragPos); + vec3 normal = normalize(fragPosition); vec3 irradiance = vec3(0.0); diff --git a/examples/models/resources/shaders/prefilter.fs b/examples/models/resources/shaders/prefilter.fs index f5cf64be..9439810d 100644 --- a/examples/models/resources/shaders/prefilter.fs +++ b/examples/models/resources/shaders/prefilter.fs @@ -11,7 +11,7 @@ #define CUBEMAP_RESOLUTION 1024.0 // Input vertex attributes (from vertex shader) -in vec3 fragPos; +in vec3 fragPosition; // Input uniform values uniform samplerCube environmentMap; @@ -79,7 +79,7 @@ vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness) void main() { // Make the simplyfying assumption that V equals R equals the normal - vec3 N = normalize(fragPos); + vec3 N = normalize(fragPosition); vec3 R = N; vec3 V = R; |
