Do not use lights fragment shader in deferred geometry pass
@@ -111,8 +111,8 @@ impl DeferredPhysicalMaterial {
}
impl Material for DeferredPhysicalMaterial {
- fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &Lights) -> String {
- let mut output = lights.fragment_shader_source();
+ fn fragment_shader_source(&self, use_vertex_colors: bool, _lights: &Lights) -> String {
+ let mut output = include_str!("../../core/shared.frag").to_string();
if self.albedo_texture.is_some()
|| self.metallic_roughness_texture.is_some()
|| self.normal_texture.is_some()
