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typofix for bbMinArray, cubemap array lookups for irradiance and spec
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parent
2abdef7459
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2 changed files with 4 additions and 6 deletions
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@ -721,7 +721,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
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MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
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MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
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MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArrayy");
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MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
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MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
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MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
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MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
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@ -65,8 +65,7 @@ float3 iblBoxDiffuse( Surface surface, int id)
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{
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float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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cubeN.z *=-1;
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//return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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return float3(1,1,1);
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return TORQUE_TEXCUBEARRAYLOD(irradianceCubemap,cubeN,id,0).xyz;
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}
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float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
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@ -82,8 +81,7 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
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float3 cubeR = normalize(r);
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cubeR = boxProject(surface.P, surface.N, inProbePosArray[id], bbMinArray[id], bbMaxArray[id]);
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//float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,id,lod).xyz * (brdf.x + brdf.y);
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float3 radiance = float3(1,1,1);
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float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMap,cubeR,lod,id).xyz * (brdf.x + brdf.y);
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return radiance;
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}
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@ -150,7 +148,7 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
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blendVal[i] = max(0,blendVal[i]);
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}
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blendSum += blendVal[i];
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invBlendSum +=(1.0f - blendVal[i]);
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invBlendSum +=(1.0f - blendVal[i]);
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}
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// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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