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Fix tint color linearized two times in nme

Popov72 преди 5 години
родител
ревизия
e939ffe06e
променени са 2 файла, в които са добавени 1 реда и са изтрити 2 реда
  1. 0 1
      src/Shaders/ShadersInclude/pbrBlockClearcoat.fx
  2. 1 1
      src/Shaders/pbr.fragment.fx

+ 0 - 1
src/Shaders/ShadersInclude/pbrBlockClearcoat.fx

@@ -110,7 +110,6 @@ struct clearcoatOutParams
             float clearCoatThickness = vClearCoatTintParams.a;
 
             #ifdef CLEARCOAT_TINT_TEXTURE
-                clearCoatColor *= toLinearSpace(clearCoatTintMapData.rgb);
                 clearCoatThickness *= clearCoatTintMapData.a;
                 #if DEBUGMODE > 0
                     outParams.clearCoatTintMapData = clearCoatTintMapData;

+ 1 - 1
src/Shaders/pbr.fragment.fx

@@ -316,7 +316,7 @@ void main(void) {
         #endif
 
         #if defined(CLEARCOAT_TINT) && defined(CLEARCOAT_TINT_TEXTURE)
-            vec4 clearCoatTintMapData = texture2D(clearCoatTintSampler, vClearCoatTintUV + uvOffset);
+            vec4 clearCoatTintMapData = toLinearSpace(texture2D(clearCoatTintSampler, vClearCoatTintUV + uvOffset));
         #endif
 
         #ifdef CLEARCOAT_BUMP