Skybox building materials overly bright after shader changes #43

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opened 2026-03-19 15:23:23 +00:00 by kit · 0 comments
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Problem

After the VMT shader type and envmap pipeline changes (commit 72e7fdf), some building materials in the 3D skybox appear overly bright compared to before. This is a lighting regression that needs investigation.

Likely causes

  • The placeholder cubemap (1x1 black) is initialized on all materials, which could affect materials that shouldn't have envmap reflections
  • The texture() function change (from textureCube()) in the shader might interact differently with Three.js's WebGL2 preprocessing
  • The envmap Fresnel formula correction (from inverted to correct) changes envmap contribution for surfaces that previously had near-zero envmap due to the broken formula

Steps to reproduce

Load gm_construct and compare the 3D skybox buildings (visible in the outdoor areas) against the ground truth screenshots.

## Problem After the VMT shader type and envmap pipeline changes (commit 72e7fdf), some building materials in the 3D skybox appear overly bright compared to before. This is a lighting regression that needs investigation. ## Likely causes - The placeholder cubemap (1x1 black) is initialized on all materials, which could affect materials that shouldn't have envmap reflections - The `texture()` function change (from `textureCube()`) in the shader might interact differently with Three.js's WebGL2 preprocessing - The envmap Fresnel formula correction (from inverted to correct) changes envmap contribution for surfaces that previously had near-zero envmap due to the broken formula ## Steps to reproduce Load gm_construct and compare the 3D skybox buildings (visible in the outdoor areas) against the ground truth screenshots.
kit closed this issue 2026-03-19 17:47:10 +00:00
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Reference
kit/gmod-web-stream#43
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