diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 198d1d9ec7..fbea4bdbe4 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -812,7 +812,7 @@ vec4 fog_process(vec3 vertex) { // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)); - sky_fog_color = textureCubeLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb; + sky_fog_color = textureLod(radiance_map, cube_view, mip_level * RADIANCE_MAX_LOD).rgb; fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective); } @@ -1031,7 +1031,7 @@ void main() { #endif float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; - specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb; + specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb; specular_light = srgb_to_linear(specular_light); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; @@ -1052,7 +1052,7 @@ void main() { #ifdef USE_RADIANCE_MAP if (scene_data.use_ambient_cubemap) { vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; - vec3 cubemap_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb; + vec3 cubemap_ambient = textureLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).rgb; cubemap_ambient = srgb_to_linear(cubemap_ambient); ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); } |