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multiple errors fixed + shader error path additions #44

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5 changes: 3 additions & 2 deletions assets/shaders/PBRClusteredShader.frag
Original file line number Diff line number Diff line change
Expand Up @@ -209,8 +209,9 @@ void main(){
//Adding any emissive if there is an assigned map
radianceOut += emissive;

if(slices){
FragColor = vec4(colors[uint(mod(zTile, 8.0))], 1.0);
if(slices)
{
FragColor = vec4(colors[uint(mod(float(zTile), 8.0))], 1.0);
}
else{
FragColor = vec4(radianceOut, 1.0);
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4 changes: 2 additions & 2 deletions src/scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -394,8 +394,8 @@ void Scene::loadSceneModels(const json &sceneConfigJson ){
for (unsigned int i = 0; i < modelCount; ++i){
//get model mesh and material info
json currentModel = sceneConfigJson["models"][i];
modelMesh = currentModel["mesh"];
IBL = currentModel["IBL"];
modelMesh = currentModel["mesh"].get<std::string>();
IBL = currentModel["IBL"].get<bool>();

modelName = modelMesh.substr(0, modelMesh.find_last_of('.'));

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4 changes: 2 additions & 2 deletions src/shader.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -66,7 +66,7 @@ bool Shader::setup(const std::string vertexPath, const std::string fragmentPath,
glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(vertexShader, 512, NULL, infoLog);
printf("Vertex shader compilation failed %s\n", infoLog );
printf("Vertex shader compilation failed at %s: %s\n", vertexPath.c_str(), infoLog );
return false;
}

Expand All @@ -77,7 +77,7 @@ bool Shader::setup(const std::string vertexPath, const std::string fragmentPath,
glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
if(!success){
glGetShaderInfoLog(fragmentShader, 512, NULL, infoLog);
printf("Fragment shader compilation failed %s\n", infoLog );
printf("Fragment shader compilation failed at %s: %s\n", fragmentPath.c_str(), infoLog);
return false;
}

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