From 392520a2bae358c2d3d8cf6cad20b517bb45a562 Mon Sep 17 00:00:00 2001 From: Tomas Davidovic Date: Thu, 11 Sep 2025 08:22:23 +0200 Subject: [PATCH] Fixed a type where Glsl was using float3 instead of vec3 --- source/MaterialXGenGlsl/Nodes/LightCompoundNodeGlsl.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/MaterialXGenGlsl/Nodes/LightCompoundNodeGlsl.cpp b/source/MaterialXGenGlsl/Nodes/LightCompoundNodeGlsl.cpp index cc12a74ae2..fdc10715dc 100644 --- a/source/MaterialXGenGlsl/Nodes/LightCompoundNodeGlsl.cpp +++ b/source/MaterialXGenGlsl/Nodes/LightCompoundNodeGlsl.cpp @@ -73,7 +73,7 @@ void LightCompoundNodeGlsl::emitFunctionDefinition(const ShaderNode& /*node*/, G // closure/shader nodes and need to be emitted first. shadergen.emitFunctionCalls(*_rootGraph, context, stage, ShaderNode::Classification::TEXTURE); - shadergen.emitLine("ClosureData closureData = ClosureData(CLOSURE_TYPE_EMISSION, float3(0), -L, light.direction, float3(0), 0)", stage); + shadergen.emitLine("ClosureData closureData = ClosureData(CLOSURE_TYPE_EMISSION, vec3(0), -L, light.direction, vec3(0), 0)", stage); shadergen.emitFunctionCalls(*_rootGraph, context, stage, ShaderNode::Classification::SHADER | ShaderNode::Classification::LIGHT); shadergen.emitFunctionBodyEnd(*_rootGraph, context, stage);