@@ -55,7 +55,7 @@ fn fragment(
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#endif
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#ifdef VERTEX_UVS
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if ((pbr_bindings ::material . flags & pbr_types ::STANDARD_MATERIAL_FLAGS_BASE_COLOR_TEXTURE_BIT) != 0u ) {
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- output_color = output_color * textureSampleBias (pbr_bindings ::base_color_texture , pbr_bindings ::base_color_sampler , in . uv, view . mip_bias);
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+ output_color = output_color * textureSampleBias (pbr_bindings ::base_color_texture , pbr_bindings ::base_color_sampler , uv , view . mip_bias);
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}
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#endif
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@@ -74,7 +74,7 @@ fn fragment(
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var emissive : vec4 <f32 > = pbr_bindings ::material . emissive;
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#ifdef VERTEX_UVS
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if ((pbr_bindings ::material . flags & pbr_types ::STANDARD_MATERIAL_FLAGS_EMISSIVE_TEXTURE_BIT) != 0u ) {
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- emissive = vec4 <f32 >(emissive . rgb * textureSampleBias (pbr_bindings ::emissive_texture , pbr_bindings ::emissive_sampler , in . uv, view . mip_bias). rgb, 1.0 );
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+ emissive = vec4 <f32 >(emissive . rgb * textureSampleBias (pbr_bindings ::emissive_texture , pbr_bindings ::emissive_sampler , uv , view . mip_bias). rgb, 1.0 );
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}
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#endif
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pbr_input . material. emissive = emissive ;
@@ -83,7 +83,7 @@ fn fragment(
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var perceptual_roughness : f32 = pbr_bindings ::material . perceptual_roughness;
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#ifdef VERTEX_UVS
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if ((pbr_bindings ::material . flags & pbr_types ::STANDARD_MATERIAL_FLAGS_METALLIC_ROUGHNESS_TEXTURE_BIT) != 0u ) {
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- let metallic_roughness = textureSampleBias (pbr_bindings ::metallic_roughness_texture , pbr_bindings ::metallic_roughness_sampler , in . uv, view . mip_bias);
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+ let metallic_roughness = textureSampleBias (pbr_bindings ::metallic_roughness_texture , pbr_bindings ::metallic_roughness_sampler , uv , view . mip_bias);
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// Sampling from GLTF standard channels for now
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metallic = metallic * metallic_roughness . b;
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perceptual_roughness = perceptual_roughness * metallic_roughness . g;
@@ -96,7 +96,7 @@ fn fragment(
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var occlusion : vec3 <f32 > = vec3 (1.0 );
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#ifdef VERTEX_UVS
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if ((pbr_bindings ::material . flags & pbr_types ::STANDARD_MATERIAL_FLAGS_OCCLUSION_TEXTURE_BIT) != 0u ) {
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- occlusion = vec3 (textureSampleBias (pbr_bindings ::occlusion_texture , pbr_bindings ::occlusion_sampler , in . uv, view . mip_bias). r);
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+ occlusion = vec3 (textureSampleBias (pbr_bindings ::occlusion_texture , pbr_bindings ::occlusion_sampler , uv , view . mip_bias). r);
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}
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#endif
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#ifdef SCREEN_SPACE_AMBIENT_OCCLUSION
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