Specular color texture is never passed to the PBR shader
dar-dev opened this issue · 2 comments
dar-dev commented
A specular color texture attribute is created but the texture is never passed to the shader.
mgsx-dev commented
@dar-dev i think to issue is here :
it should use PBRTextureAttribute.SpecularColorTexture
instead of PBRTextureAttribute.Specular
.
Could you please test it with your models to confirm it works and send a PR?
dar-dev commented
Tested using "PBRTextureAttribute.SpecularColorTexture":
com.badlogic.gdx.utils.GdxRuntimeException: Shader compilation failed:
Fragment shader:
0(1254) : error C1503: undefined variable "u_specularColorSampler"
at net.mgsx.gltf.scene3d.shaders.PBRShaderProvider.checkShaderCompilation(PBRShaderProvider.java:633)
The issue here's the "specularColorTextureFlag" is never defined in the PBRShader.
Please, check our fix here: MikOfClassX@fdb7570
I can send a PR if it looks good to you..
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