specify lod (mip) 0 for the brdf texture

This commit is contained in:
AzaezelX 2019-04-18 19:31:33 -05:00
parent f871b965cd
commit bf10d48287

View file

@ -171,10 +171,10 @@ void main()
float cubemapIdx = probeConfigData[i].a;
vec3 dir = boxProject(surface.P, surface.R, worldToObjArray[i], bbMinArray[i].xyz, bbMaxArray[i].xyz, inRefPosArray[i].xyz);
//irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
//specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
irradiance += vec3(1,1,1) * contrib;
specular += vec3(1,1,1) * contrib;
irradiance += textureLod(irradianceCubemapAR, vec4(dir, cubemapIdx), 0).xyz * contrib;
specular += textureLod(specularCubemapAR, vec4(dir, cubemapIdx), lod).xyz * contrib;
//irradiance += vec3(1,1,1) * contrib;
//specular += vec3(1,1,1) * contrib;
alpha -= contrib;
}
}
@ -201,7 +201,7 @@ void main()
//apply brdf
//Do it once to save on texture samples
vec2 brdf = texture(BRDFTexture, vec2(surface.roughness, surface.NdotV)).xy;
vec2 brdf = textureLod(BRDFTexture, vec2(surface.roughness, surface.NdotV),0).xy;
specular *= brdf.x * F + brdf.y;
//final diffuse color