Fix ORM maps in terrain textures

Fix default target for Composite Terrain GLSL
This commit is contained in:
Lukas Aldershaab 2020-12-26 20:02:37 +01:00
parent 8b8f725fae
commit 49a8c0ad36
3 changed files with 53 additions and 33 deletions

View file

@ -390,7 +390,6 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
// if HDR is not enabled in the engine.
features.addFeature( MFT_HDROut );
}
features.addFeature(MFT_DeferredTerrainBlankInfoMap);
// Enable lightmaps and fogging if we're in BL.
if ( reflectMat || useBLM )
@ -444,10 +443,13 @@ bool TerrainCellMaterial::_createPass( Vector<MaterialInfo*> *materials,
if (deferredMat)
features.addFeature(MFT_isDeferred, featureIndex);
features.addFeature(MFT_TerrainORMMap, featureIndex);
features.removeFeature(MFT_DeferredTerrainBlankInfoMap);
}
else
{
features.addFeature(MFT_DeferredTerrainBlankInfoMap, featureIndex);
}
if (mat->getInvertRoughness())
features.addFeature(MFT_InvertRoughness);
features.addFeature(MFT_InvertRoughness, featureIndex);
pass->materials.push_back( (*materials)[i] );
normalMaps.increment();