diff --git a/packages/shader-shaderlab/src/shaders/shadingPBR/BRDF.glsl b/packages/shader-shaderlab/src/shaders/shadingPBR/BRDF.glsl index b885e33d34..863e1ce0b0 100644 --- a/packages/shader-shaderlab/src/shaders/shadingPBR/BRDF.glsl +++ b/packages/shader-shaderlab/src/shaders/shadingPBR/BRDF.glsl @@ -55,8 +55,8 @@ struct SurfaceData{ #endif #ifdef MATERIAL_ENABLE_IRIDESCENCE - float iridesceceIOR; - float iridesceceFactor; + float iridescenceIOR; + float iridescenceFactor; float iridescenceThickness; #endif @@ -222,7 +222,7 @@ vec3 BRDF_Specular_GGX(vec3 incidentDirection, SurfaceData surfaceData, BRDFData vec3 F = F_Schlick( specularColor, dotLH ); #ifdef MATERIAL_ENABLE_IRIDESCENCE - F = mix(F, brdfData.iridescenceSpecularColor, surfaceData.iridesceceFactor); + F = mix(F, brdfData.iridescenceSpecularColor, surfaceData.iridescenceFactor); #endif @@ -404,7 +404,7 @@ void initBRDFData(SurfaceData surfaceData, out BRDFData brdfData){ #ifdef MATERIAL_ENABLE_IRIDESCENCE float topIOR = 1.0; - brdfData.iridescenceSpecularColor = evalIridescenceSpecular(topIOR, surfaceData.dotNV, surfaceData.iridesceceIOR, brdfData.specularColor, surfaceData.iridescenceThickness); + brdfData.iridescenceSpecularColor = evalIridescenceSpecular(topIOR, surfaceData.dotNV, surfaceData.iridescenceIOR, brdfData.specularColor, surfaceData.iridescenceThickness); #endif #ifdef MATERIAL_ENABLE_SHEEN diff --git a/packages/shader-shaderlab/src/shaders/shadingPBR/FragmentPBR.glsl b/packages/shader-shaderlab/src/shaders/shadingPBR/FragmentPBR.glsl index db2bad2a07..a836098839 100644 --- a/packages/shader-shaderlab/src/shaders/shadingPBR/FragmentPBR.glsl +++ b/packages/shader-shaderlab/src/shaders/shadingPBR/FragmentPBR.glsl @@ -278,8 +278,8 @@ SurfaceData getSurfaceData(Varyings v, vec2 aoUV, bool isFrontFacing){ //Iridescence #ifdef MATERIAL_ENABLE_IRIDESCENCE - surfaceData.iridesceceFactor = material_IridescenceInfo.x; - surfaceData.iridesceceIOR = material_IridescenceInfo.y; + surfaceData.iridescenceFactor = material_IridescenceInfo.x; + surfaceData.iridescenceIOR = material_IridescenceInfo.y; #ifdef MATERIAL_HAS_IRIDESCENCE_THICKNESS_TEXTURE float iridescenceThicknessWeight = texture2D( material_IridescenceThicknessTexture, uv).g; @@ -289,7 +289,7 @@ SurfaceData getSurfaceData(Varyings v, vec2 aoUV, bool isFrontFacing){ #endif #ifdef MATERIAL_HAS_IRIDESCENCE_TEXTURE - surfaceData.iridesceceFactor *= texture2D( material_IridescenceTexture, uv).r; + surfaceData.iridescenceFactor *= texture2D( material_IridescenceTexture, uv).r; #endif #endif diff --git a/packages/shader-shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl b/packages/shader-shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl index d1e279d018..62be295d7a 100644 --- a/packages/shader-shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl +++ b/packages/shader-shaderlab/src/shaders/shadingPBR/LightIndirectPBR.glsl @@ -71,7 +71,7 @@ void evaluateSpecularIBL(Varyings varyings, SurfaceData surfaceData, BRDFData br vec3 radiance = getLightProbeRadiance(surfaceData, surfaceData.normal, brdfData.roughness); #ifdef MATERIAL_ENABLE_IRIDESCENCE - vec3 speculaColor = mix(brdfData.specularColor, brdfData.iridescenceSpecularColor, surfaceData.iridesceceFactor); + vec3 speculaColor = mix(brdfData.specularColor, brdfData.iridescenceSpecularColor, surfaceData.iridescenceFactor); #else vec3 speculaColor = brdfData.specularColor; #endif