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author | Kevin Ottens <kevin.ottens@kdab.com> | 2017-01-30 10:31:44 +0100 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2017-01-31 08:59:44 +0000 |
commit | ae1a3bee761c29edffc5fdbe7b77140f1620a04a (patch) | |
tree | 6876d12075b7f800dd1e9c50090245ea2ea411e9 /src/extras/shaders/gl3 | |
parent | 1025ec92da6360a516a34e4fb483f82505f656ea (diff) |
QTexturedMetalRoughMaterial: albedo really is baseColor
Change-Id: I0e46976e2fa03eb1ad2f77b8c672bcc31c4da973
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/shaders/gl3')
-rw-r--r-- | src/extras/shaders/gl3/metalrough.frag | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/src/extras/shaders/gl3/metalrough.frag b/src/extras/shaders/gl3/metalrough.frag index 385bb2db9..ccb1f8297 100644 --- a/src/extras/shaders/gl3/metalrough.frag +++ b/src/extras/shaders/gl3/metalrough.frag @@ -66,7 +66,7 @@ uniform samplerCube skyIrradiance; // For diffuse contribution uniform samplerCube skySpecular; // For specular contribution // PBR Material maps -uniform sampler2D albedoMap; +uniform sampler2D baseColorMap; uniform sampler2D metallicMap; uniform sampler2D roughnessMap; uniform sampler2D normalMap; @@ -216,7 +216,7 @@ void main() vec3 tView = worldToTangentMatrix * wView; // Sample the inputs needed for the metal-roughness PBR BRDF - vec3 baseColor = texture(albedoMap, texCoord).rgb; + vec3 baseColor = texture(baseColorMap, texCoord).rgb; float metallic = texture(metallicMap, texCoord).r * metalFactor; float roughness = texture(roughnessMap, texCoord).r; float ambientOcclusion = texture(ambientOcclusionMap, texCoord).r; |