From a134f58fb3e072a3453bd5e9286f90b4694c9766 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Wed, 31 May 2017 20:16:38 -0300 Subject: rewritten PBR implementation to make it friendlier with Blender --- servers/visual/shader_types.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'servers') diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 8d72ee3f34..5bacc2ec51 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -91,7 +91,8 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METALLIC"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["RIM_TINT"] = ShaderLanguage::TYPE_FLOAT; -- cgit v1.2.3