no need to z flip the diffuse box dx side. may need to gl side

This commit is contained in:
Azaezel 2019-02-19 14:17:52 -06:00
parent 077325c0ab
commit 23a09333d2

View file

@ -56,7 +56,6 @@ float3 boxProject(float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3
float3 iblBoxDiffuse( Surface surface, int id)
{
float3 cubeN = boxProject(surface.P, surface.V, surface.R, inRefPosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
cubeN.z *=-1;
return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
}