Try to fix ibl precision issue

This commit is contained in:
Vincent Lejeune 2014-12-13 22:35:46 +01:00
parent 7872bc7860
commit 1cf592394b
2 changed files with 2 additions and 2 deletions

View File

@ -29,5 +29,5 @@ void main(void)
weight += NdotL;
}
FragColor = FinalColor / weight;
FragColor = FinalColor / max(weight, 1.);
}

View File

@ -7,5 +7,5 @@ vec3 SpecularIBL(vec3 normal, vec3 V, float roughness)
// Assume 8 level of lod (ie 256x256 texture)
float lodval = 8. * (1. - roughness);
return clamp( textureLod(probe, sampleDirection, lodval).rgb, 0., 1.);
return textureLod(probe, sampleDirection, lodval).rgb;
}