![]() Fixes objects being lit by environment map light not having the anisotropy effect applied correctly. The contribution of light from the environment map with anisotropy is calculated but immediately discarded. Instead what is applied is the regular environment map contribution (calculated without anisotropy) that happen right after. This patch fixes the logic here to what I think is the intended one. Only calculate contribution once, with or without anisotropy depending on shader specialization. ## Solution - Properly apply normal modification if anisotropy is enabled. - Remove duplicate environment map light calculation ## Testing Tested this by running the anisotropy example and comparing main vs PR results. See images below. --- ## Showcase Main: <img width="580" height="503" alt="Main-AnisoEnabled" src="https://github.com/user-attachments/assets/47471a12-60cd-48ba-a32e-60086b6d162a" /> PR: <img width="592" height="509" alt="WithFix-AnisoEnabled" src="https://github.com/user-attachments/assets/e1f6b82c-1bac-40e1-8925-3abece05f406" /> </details> |
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src | ||
Cargo.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
README.md |