diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js b/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js index fa80028b62543d0a0d9832c5fc8fa0e972e6dc1e..fc0b5ebc7e82d464d08332c5a7bd171e297c233d 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_end.glsl.js @@ -7,7 +7,7 @@ export default /* glsl */` #if defined( RE_IndirectSpecular ) - RE_IndirectSpecular( radiance, irradiance, clearcoatRadiance, geometry, material, reflectedLight ); + RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometry, material, reflectedLight ); #endif `; diff --git a/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js b/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js index 4a65bb2465325b2b472040effcae754c0c108e81..d1db654ff4592acf5729eba80f001485faded89a 100644 --- a/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_fragment_maps.glsl.js @@ -15,9 +15,11 @@ export default /* glsl */` #endif + vec3 iblIrradiance = vec3( 0.0 ); + #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV ) - irradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel ); + iblIrradiance += getLightProbeIndirectIrradiance( /*lightProbe,*/ geometry, maxMipLevel ); #endif diff --git a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js index 09505472999e1c71c2fc9e510d352b58a9ab6db5..1b4510ad183146bf61aab1854743f81a76968df1 100644 --- a/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js +++ b/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl.js @@ -117,6 +117,7 @@ void RE_Direct_Physical( const in IncidentLight directLight, const in GeometricC void RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) { + reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor ); }