Browse Source

Fix Tests

sebavan 5 years ago
parent
commit
7599992295

+ 1 - 0
dist/preview release/what's new.md

@@ -180,3 +180,4 @@
 - `EffectRenderer.render` now takes a `RenderTargetTexture` or an `InternalTexture` as the output texture and only a single `EffectWrapper` for its first argument ([Popov72](https://github.com/Popov72))
 - Sound's `updateOptions` takes `options.length` and `options.offset` as seconds and not milliseconds ([RaananW](https://github.com/RaananW))
 - HDRCubeTexture default rotation is now similar to the industry one. You might need to add a rotation on y of 90 degrees if you scene changes ([Sebavan](https://github.com/sebavan/))
+- PBRMaterial index of refraction is now defined as index of refraction and not the inverse of it ([Sebavan](https://github.com/sebavan/))

+ 1 - 1
src/Shaders/ShadersInclude/pbrBRDFFunctions.fx

@@ -41,7 +41,7 @@
 
     vec3 getReflectanceFromBRDFLookup(const vec3 specularEnvironmentR0, const vec3 environmentBrdf) {
         #ifdef BRDF_V_HEIGHT_CORRELATED
-            vec3 reflectance = mix(environmentBrdf.xxx, specularEnvironmentR0, environmentBrdf.yyy);
+            vec3 reflectance = mix(environmentBrdf.xxx, environmentBrdf.yyy, specularEnvironmentR0);
         #else
             vec3 reflectance = specularEnvironmentR0 * environmentBrdf.x + environmentBrdf.y;
         #endif

+ 3 - 3
tests/validation/config.json

@@ -144,7 +144,7 @@
         },
         {
             "title": "Simulate pointer",
-            "playgroundId": "#8MGKWK#196",
+            "playgroundId": "#8MGKWK#269",
             "referenceImage": "simulatePointer.png"
         },
         {
@@ -677,12 +677,12 @@
         },
         {
             "title": "PBR",
-            "playgroundId": "#LCA0Q4#0",
+            "playgroundId": "#LCA0Q4#27",
             "referenceImage": "pbr.png"
         },
         {
             "title": "PBR refraction",
-            "playgroundId": "#LCA0Q4#25",
+            "playgroundId": "#LCA0Q4#26",
             "referenceImage": "pbr_refraction.png"
         },
         {