diff --git a/wadsrc/static/shaders/scene/material.glsl b/wadsrc/static/shaders/scene/material.glsl index dd541450b..a37c0d30e 100644 --- a/wadsrc/static/shaders/scene/material.glsl +++ b/wadsrc/static/shaders/scene/material.glsl @@ -35,6 +35,7 @@ Material CreateMaterial() material.Metallic = 0.0; material.Roughness = 0.0; material.AO = 0.0; + material.LightmapCoord = vLightmap.xy; SetupMaterial(material); return material; } @@ -51,9 +52,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord) #endif material.Base = getTexel(texCoord.st); material.Normal = ApplyNormalMap(texCoord.st); - - material.LightmapCoord = vLightmap.xy; - + // OpenGL doesn't care, but Vulkan pukes all over the place if these texture samplings are included in no-texture shaders, even though never called. #ifndef NO_LAYERS #if defined(TEXF_Brightmap)