Merge pull request #14748 from SamGondelman/procedural

Case 20774: Possible fix for procedurals on mac
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Sam Gateau 2019-01-22 11:45:30 -08:00 committed by GitHub
commit 8a1bec420e
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2 changed files with 16 additions and 16 deletions

View file

@ -91,14 +91,14 @@ void main(void) {
position.xyz, position.xyz,
#endif #endif
normal, normal,
vec3(0.0), diffuse,
DEFAULT_SPECULAR, DEFAULT_SPECULAR,
DEFAULT_EMISSIVE, emissive,
1.0, 1.0,
DEFAULT_ROUGHNESS, roughness,
DEFAULT_METALLIC, metallic,
DEFAULT_OCCLUSION, occlusion,
DEFAULT_SCATTERING scattering
); );
#if defined(PROCEDURAL_V3) #if defined(PROCEDURAL_V3)

View file

@ -92,22 +92,22 @@ void main(void) {
emissive = vec3(clamp(emissiveAmount, 0.0, 1.0)); emissive = vec3(clamp(emissiveAmount, 0.0, 1.0));
#elif defined(PROCEDURAL_V3) || defined(PROCEDURAL_V4) #elif defined(PROCEDURAL_V3) || defined(PROCEDURAL_V4)
#if defined(PROCEDURAL_V3) #if defined(PROCEDURAL_V3)
ProceduralFragment proceduralData = { ProceduralFragment proceduralData = ProceduralFragment(
#else #else
vec4 position = cam._viewInverse * _positionES; vec4 position = cam._viewInverse * _positionES;
ProceduralFragmentWithPosition proceduralData = { ProceduralFragmentWithPosition proceduralData = ProceduralFragmentWithPosition(
position.xyz, position.xyz,
#endif #endif
normal, normal,
vec3(0.0), diffuse,
DEFAULT_SPECULAR, fresnel,
DEFAULT_EMISSIVE, emissive,
1.0, alpha,
DEFAULT_ROUGHNESS, roughness,
DEFAULT_METALLIC, metallic,
DEFAULT_OCCLUSION, occlusion,
DEFAULT_SCATTERING DEFAULT_SCATTERING
}; );
#if defined(PROCEDURAL_V3) #if defined(PROCEDURAL_V3)
emissiveAmount = getProceduralFragment(proceduralData); emissiveAmount = getProceduralFragment(proceduralData);