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authorRay <[email protected]>2021-02-21 12:31:50 +0100
committerRay <[email protected]>2021-02-21 12:31:50 +0100
commit478f4de7ae99d55495228ad64d3803fec3254cd1 (patch)
tree2f9c8565128115171cbbb4e16527884eeed9000e /examples
parentef8318f5e322aecc8dc4f1f345bada0e2971d731 (diff)
downloadraylib-478f4de7ae99d55495228ad64d3803fec3254cd1.tar.gz
raylib-478f4de7ae99d55495228ad64d3803fec3254cd1.zip
Update models_material_pbr.c #1571
Diffstat (limited to 'examples')
-rw-r--r--examples/models/models_material_pbr.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 0104d392..33a1af57 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -179,7 +179,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
// Generate cubemap from panorama texture
//--------------------------------------------------------------------------------------------------------
- Texture2D panorama = LoadTexture("resources/dresden_square.hdr");
+ Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
// Load equirectangular to cubemap shader
#if defined(PLATFORM_DESKTOP)
Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");