if (aBSDF.Kd.w >= 0.f)
{
vec4 aTexCoord = vec4 (SmoothUV (aHit.UV, aTriIndex), 0.f, 1.f);
-
- vec4 aTrsfRow1 = texelFetch (
- uRaytraceMaterialTexture, MATERIAL_TRS1 (aTriIndex.w));
- vec4 aTrsfRow2 = texelFetch (
- uRaytraceMaterialTexture, MATERIAL_TRS2 (aTriIndex.w));
-
+ vec4 aTrsfRow1 = texelFetch (uRaytraceMaterialTexture, MATERIAL_TRS1 (aTriIndex.w));
+ vec4 aTrsfRow2 = texelFetch (uRaytraceMaterialTexture, MATERIAL_TRS2 (aTriIndex.w));
aTexCoord.st = vec2 (dot (aTrsfRow1, aTexCoord),
dot (aTrsfRow2, aTexCoord));
- vec4 aTexColor = textureLod (
- sampler2D (uTextureSamplers[int (aBSDF.Kd.w)]), aTexCoord.st, 0.f);
-
- aBSDF.Kd.rgb *= (aTexColor.rgb * aTexColor.rgb) * aTexColor.w; // de-gamma correction (for gamma = 2)
-
+ vec4 aTexColor = textureLod (sampler2D (uTextureSamplers[int (aBSDF.Kd.w)]), aTexCoord.st, 0.f);
+ aBSDF.Kd.rgb *= aTexColor.rgb * aTexColor.w;
if (aTexColor.w != 1.0f)
{
// mix transparency BTDF with texture alpha-channel