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use irradiance
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1 changed files with 1 additions and 1 deletions
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@ -173,7 +173,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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kD *= 1.0 - surface.metalness;
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kD *= 1.0 - surface.metalness;
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for (i = 0; i < numProbes; ++i)
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for (i = 0; i < numProbes; ++i)
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{
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{
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irradiance += float3(blendVal[i],blendVal[i],blendVal[i])/*blendVal[i]*iblBoxDiffuse(surface,i)*/;
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irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
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specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
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specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
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}
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}
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