From c5ebf2b6ffb0d2e614ece07e1a00aeaa5dd7bc8d Mon Sep 17 00:00:00 2001 From: TheRedShip Date: Thu, 30 Jan 2025 15:50:00 +0100 Subject: [PATCH] * | Merge from texture --- scenes/test.rt | 4 ++-- shaders/light.glsl | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/scenes/test.rt b/scenes/test.rt index 1c83b1f..30edc1c 100644 --- a/scenes/test.rt +++ b/scenes/test.rt @@ -3,5 +3,5 @@ CAM 15.6252 30.089 20.0977 -46.6002 -103.601 0 1 90 5 MAT 50 50 50 0. 0. 0. // 0 gray pl 0 0 0 0 1 0 0 // floor -# OBJ obj/jinx.obj 0 1.5 0 -OBJ obj/sponza.obj 0 5 0 0.01 \ No newline at end of file +OBJ obj/jinx.obj 0 1.5 0 +# OBJ obj/sponza.obj 0 5 0 0.01 \ No newline at end of file diff --git a/shaders/light.glsl b/shaders/light.glsl index 384eca0..4a0d765 100644 --- a/shaders/light.glsl +++ b/shaders/light.glsl @@ -121,7 +121,7 @@ vec3 getTextureColor(int texture_index, hitInfo hit) void calculateLightColor(GPUMaterial mat, hitInfo hit, inout vec3 color, inout vec3 light, inout uint rng_state) { - // color *= mat.texture_index == -1 ? vec3(1.0) : getTextureColor(mat.texture_index, hit); + color *= mat.texture_index == -1 ? vec3(1.0) : getTextureColor(mat.texture_index, hit); color *= mat.color; light += mat.emission * mat.color; // light += sampleLights(hit.position, rng_state);