further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)

This commit is contained in:
Azaezel 2018-11-06 20:07:09 -06:00
parent b8fb90ab94
commit 452c35f11c

View file

@ -154,7 +154,7 @@ LightTargetOutput main( ConvexConnectP IN )
// Eye ray - Eye -> Pixel
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * normDepth.w;
float3 viewSpacePos = eyeRay * normDepth.w;
// Build light vec, get length, clip pixel if needed
float3 lightVec = lightPosition - viewSpacePos;
@ -179,8 +179,9 @@ LightTargetOutput main( ConvexConnectP IN )
// fillrate on pixels that are backfacing to the light.
float nDotL = dot( lightVec, normDepth.xyz );
//DB_CLIP( nDotL < 0 );
//create surface to light
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz ));
//create surface to light
float3 wsLightDir = mul(cameraToWorld, float4(lightVec,0)).xyz;
SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, wsLightDir);//lightPosition - viewSpacePos);
#ifdef NO_SHADOW
@ -206,7 +207,7 @@ LightTargetOutput main( ConvexConnectP IN )
shadowCoord,
shadowSoftness,
distToLight,
nDotL,
surfaceToLight.NdotL,
lightParams.y);
// Dynamic
@ -216,7 +217,7 @@ LightTargetOutput main( ConvexConnectP IN )
dynamicShadowCoord,
shadowSoftness,
distToLight,
nDotL,
surfaceToLight.NdotL,
lightParams.y);
float shadowed = min(static_shadowed, dynamic_shadowed);