提交 b314f78d 编写于 作者: B Benjamin MICHEL

Using lightmap encoding everywhere lightMap is used in glsl

上级 ff942eaa
......@@ -3,7 +3,8 @@ export default /* glsl */`
#ifdef USE_LIGHTMAP
vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
vec3 lightMapIrradiance = lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;
#ifndef PHYSICALLY_CORRECT_LIGHTS
......
......@@ -41,8 +41,9 @@ void main() {
// accumulation (baked indirect lighting only)
#ifdef USE_LIGHTMAP
reflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;
vec4 lightMapTexel= texture2D( lightMap, vUv2 );
reflectedLight.indirectDiffuse += lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity;
#else
......
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