@@ -204,13 +204,13 @@
float solidAngleSample = 1.0 / (float(NUM_SAMPLES) * weights[i]);
float lod = 0.5 * log2(solidAngleSample/solidAngleTexel) + 1.;
if (vDotD > 0.) {
+ // gamma correction needed ?
color += textureCubeLodEXT(sampler, v, lod).xyz * vDotD;
totalWeight += vDotD;
}
color /= totalWeight;
-
return vec4(color, 1.0);