if (hasOwnLights)
{
aLayerSettings.Lights()->UpdateRevision();
- aManager->UpdateLightSourceStateTo (aLayerSettings.Lights());
+ aManager->UpdateLightSourceStateTo (aLayerSettings.Lights(), theWorkspace->View()->SpecIBLMapLevels());
}
const Handle(Graphic3d_Camera)& aWorldCamera = theWorkspace->View()->Camera();
if (hasOwnLights)
{
- aManager->UpdateLightSourceStateTo (aLightsBack);
+ aManager->UpdateLightSourceStateTo (aLightsBack, theWorkspace->View()->SpecIBLMapLevels());
}
if (hasLocalCS)
{
if (aPassIter == 0)
{
aCtx->SetColorMask (false);
- aCtx->ShaderManager()->UpdateLightSourceStateTo (Handle(Graphic3d_LightSet)());
+ aCtx->ShaderManager()->UpdateLightSourceStateTo (Handle(Graphic3d_LightSet)(), theWorkspace->View()->SpecIBLMapLevels());
aDefaultSettings.DepthFunc = aPrevSettings.DepthFunc;
aDefaultSettings.DepthMask = GL_TRUE;
}
continue;
}
aCtx->SetColorMask (true);
- aCtx->ShaderManager()->UpdateLightSourceStateTo (aLightsBack);
+ aCtx->ShaderManager()->UpdateLightSourceStateTo (aLightsBack, theWorkspace->View()->SpecIBLMapLevels());
aDefaultSettings = aPrevSettings;
}
else if (aPassIter == 2)
{
aCtx->SetColorMask (true);
- aCtx->ShaderManager()->UpdateLightSourceStateTo (aLightsBack);
+ aCtx->ShaderManager()->UpdateLightSourceStateTo (aLightsBack, theWorkspace->View()->SpecIBLMapLevels());
if (toPerformDepthPrepass)
{
aDefaultSettings.DepthFunc = GL_EQUAL;