diff --git a/jme3-core/src/main/resources/Common/ShaderLib/module/pbrlighting/PBRLightingUtils.glsllib b/jme3-core/src/main/resources/Common/ShaderLib/module/pbrlighting/PBRLightingUtils.glsllib index bd8973388d..d943e8df67 100644 --- a/jme3-core/src/main/resources/Common/ShaderLib/module/pbrlighting/PBRLightingUtils.glsllib +++ b/jme3-core/src/main/resources/Common/ShaderLib/module/pbrlighting/PBRLightingUtils.glsllib @@ -120,6 +120,7 @@ #endif #if defined(ENABLE_PBRLightingUtils_computeDirectLight) || defined(ENABLE_PBRLightingUtils_computeDirectLightContribution) + // Specular-AA #ifdef SPECULAR_AA_SCREEN_SPACE_VARIANCE uniform float m_SpecularAASigma; @@ -137,7 +138,7 @@ #endif #ifdef STATIC_SUN_EXPOSURE uniform float m_StaticSunIntensity; - #endif + #endif void PBRLightingUtils_readSunLightExposureParams(inout PBRSurface surface){ @@ -146,7 +147,7 @@ surface.exposure *= texture2D(m_SunLightExposureMap, newTexCoord; #endif #ifdef STATIC_SUN_EXPOSURE - surface.exposure *= m_StaticSunExposure; //single float value to indicate percentage of sunlight hitting the whole model equally (only suitable for small models or models with equal sunlight exposure accross the entire model + surface.exposure *= m_StaticSunIntensity; //single float value to indicate percentage of sunlight hitting the model (only suitable for small models or models with equal sunlight exposure accross the entire model #endif #ifdef USE_VERTEX_COLORS_AS_SUN_EXPOSURE surface.exposure *= vertColors.r; // use red channel of vertexColors for non-uniform sunlighting accross a single model