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authorKevin Ottens <kevin.ottens@kdab.com>2017-01-30 10:31:44 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-01-31 08:59:44 +0000
commitae1a3bee761c29edffc5fdbe7b77140f1620a04a (patch)
tree6876d12075b7f800dd1e9c50090245ea2ea411e9 /src/extras/shaders/gl3
parent1025ec92da6360a516a34e4fb483f82505f656ea (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.frag4
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;