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in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.
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1 changed files with 3 additions and 2 deletions
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@ -234,14 +234,15 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
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#endif
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#endif
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#endif //NO_SHADOW
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#endif //NO_SHADOW
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float3 ao = float3(1,1,1);
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float ao = 1;
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// Sample the AO texture.
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// Sample the AO texture.
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#ifdef USE_SSAO_MASK
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#ifdef USE_SSAO_MASK
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ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
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ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
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#endif
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#endif
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//get directional light contribution
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//get directional light contribution
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float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow+ao);
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surface.ao *= ao;
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float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
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return float4(lighting, 0);
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return float4(lighting, 0);
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}
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}
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