'better' (read here less completely craptacular) blending for boxes

This commit is contained in:
Azaezel 2018-11-29 12:21:28 -06:00
parent f50ab7ec58
commit 690b8f3c47

View file

@ -115,16 +115,17 @@ float4 main( ConvexConnectP IN ) : SV_TARGET
if(useSphereMode)
{
float3 L = probeWSPos - surface.P;
blendVal = 1.0-length(L)/radius;
blendVal = 1.0-length(L)/radius;
clip(blendVal);
}
else
{
float tempAttenVal = 3.5;
blendVal = defineBoxSpaceInfluence(surface.P, probeWSPos, radius, tempAttenVal);
clip(blendVal);
float compression = 0.05;
blendVal=(1.0-compression)+blendVal*compression;
}
clip(blendVal);
//render into the bound space defined above
float3 surfToEye = normalize(surface.P - eyePosWorld);
float3 irradiance = TORQUE_TEXCUBELOD(irradianceCubemap, float4(surface.N,0)).xyz;