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further wipwork on the pointlight conversion. filled CreateSurfaceToLight out in a theoretically correct manner (spoiler, not actually correct)
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b8fb90ab94
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1 changed files with 6 additions and 5 deletions
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@ -180,7 +180,8 @@ LightTargetOutput main( ConvexConnectP IN )
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float nDotL = dot( lightVec, normDepth.xyz );
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float nDotL = dot( lightVec, normDepth.xyz );
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//DB_CLIP( nDotL < 0 );
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//DB_CLIP( nDotL < 0 );
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//create surface to light
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//create surface to light
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SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, dot( lightVec, normDepth.xyz ));
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float3 wsLightDir = mul(cameraToWorld, float4(lightVec,0)).xyz;
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SurfaceToLight surfaceToLight = CreateSurfaceToLight(surface, wsLightDir);//lightPosition - viewSpacePos);
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#ifdef NO_SHADOW
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#ifdef NO_SHADOW
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@ -206,7 +207,7 @@ LightTargetOutput main( ConvexConnectP IN )
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shadowCoord,
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shadowCoord,
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shadowSoftness,
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shadowSoftness,
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distToLight,
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distToLight,
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nDotL,
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surfaceToLight.NdotL,
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lightParams.y);
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lightParams.y);
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// Dynamic
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// Dynamic
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@ -216,7 +217,7 @@ LightTargetOutput main( ConvexConnectP IN )
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dynamicShadowCoord,
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dynamicShadowCoord,
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shadowSoftness,
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shadowSoftness,
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distToLight,
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distToLight,
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nDotL,
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surfaceToLight.NdotL,
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lightParams.y);
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lightParams.y);
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float shadowed = min(static_shadowed, dynamic_shadowed);
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float shadowed = min(static_shadowed, dynamic_shadowed);
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