in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.

This commit is contained in:
Azaezel 2018-11-29 17:47:07 -06:00
parent 98cf1c9aa3
commit 3ce1fc66bc

View file

@ -234,14 +234,15 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
#endif
#endif //NO_SHADOW
float3 ao = float3(1,1,1);
float ao = 1;
// Sample the AO texture.
#ifdef USE_SSAO_MASK
ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
#endif
//get directional light contribution
float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow+ao);
surface.ao *= ao;
float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
return float4(lighting, 0);
}