use irradiance

This commit is contained in:
Azaezel 2019-02-15 09:28:45 -06:00
parent 56bd17a8e9
commit 3f858f385e

View file

@ -173,7 +173,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
kD *= 1.0 - surface.metalness;
for (i = 0; i < numProbes; ++i)
{
irradiance += float3(blendVal[i],blendVal[i],blendVal[i])/*blendVal[i]*iblBoxDiffuse(surface,i)*/;
irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
}