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Minor fix to adhere to spec for roughness and metallic factors. #8

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merged 1 commit into from
Jun 6, 2017

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abwood
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@abwood abwood commented Jun 6, 2017

I happened to notice this today when reviewing this amazing repository with @emackey. Roughness and metallic factor uniforms should always be defined in the pbr fragment shaders. From the spec:
"If both factors and textures are present the factor value acts as a linear multiplier for the corresponding texture values."

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emackey commented Jun 6, 2017

Thanks @abwood. Code looks good to me. It makes me realize we don't have a test model to highlight this kind of subtlety, I'll have to put one together later.

@snagy Can you take a quick look too? Thanks!

@emackey emackey requested a review from snagy June 6, 2017 13:40
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snagy commented Jun 6, 2017

This looks like the correct change to me.

@snagy snagy merged commit 0771537 into KhronosGroup:master Jun 6, 2017
emackey pushed a commit that referenced this pull request Mar 3, 2021
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3 participants