Fix specular map display for botw when used in debug shading

This commit is contained in:
KillzXGaming 2019-06-29 13:25:40 -04:00
parent 402c2cee5e
commit f9ec221c1a
4 changed files with 7 additions and 2 deletions

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@ -1270,6 +1270,8 @@
<ItemGroup>
<None Include="Resources\ViewportIconDisable.png" />
</ItemGroup>
<ItemGroup />
<ItemGroup>
<Folder Include="FileFormats\EvemtFlow\" />
</ItemGroup>
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project>

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@ -217,7 +217,10 @@ void main()
}
if (HasSpecularMap == 1)
{
specIntensity = texture(SpecularMap, f_texcoord0).rgb;
if (uking_texture2_texcoord == 1)
specIntensity = texture(SpecularMap, f_texcoord1).rgb;
else
specIntensity = texture(SpecularMap, f_texcoord0).rgb;
}
if (renderType == 1) // normals vertexColor