Oops, fixed wrong color masking problem. Closes #10149

This commit is contained in:
Juan Linietsky 2017-08-17 18:26:57 -03:00
parent ee59e627de
commit 3a4ff3402d
2 changed files with 3 additions and 2 deletions

View file

@ -2143,7 +2143,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
gui[0] = v.normal.x;
gui[1] = v.normal.y;
gui[2] = v.normal.x;
gui[2] = v.normal.z;
gui[3] = v.d;
}
} break;

View file

@ -1384,7 +1384,7 @@ static Plane _get_texture_mask(SpatialMaterial::TextureChannel p_channel) {
}
void SpatialMaterial::set_metallic_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
metallic_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->metallic_texture_channel, _get_texture_mask(p_channel));
}
@ -1395,6 +1395,7 @@ SpatialMaterial::TextureChannel SpatialMaterial::get_metallic_texture_channel()
void SpatialMaterial::set_roughness_texture_channel(TextureChannel p_channel) {
ERR_FAIL_INDEX(p_channel, 5);
roughness_texture_channel = p_channel;
VS::get_singleton()->material_set_param(_get_material(), shader_names->roughness_texture_channel, _get_texture_mask(p_channel));
}