Ongoing tweaks to shaders to puzzle out good blending behavior.

Also tried optimization by shifting all the brdf samples to a single one for the final add-up.
This commit is contained in:
Areloch 2019-03-27 00:50:24 -05:00
parent 4c959e1fa1
commit 799df44a89
3 changed files with 69 additions and 54 deletions

View file

@ -434,8 +434,8 @@ void RenderProbeMgr::_setupStaticParameters()
probeRefPositionsData[mEffectiveProbeCount] = Point4F(refPos.x, refPos.y, refPos.z, 0);
probeWorldToObjData[mEffectiveProbeCount] = curEntry.getTransform();
Point3F bbMin = refPos - curEntry.mProbeRefScale/2;
Point3F bbMax = refPos + curEntry.mProbeRefScale/2;
Point3F bbMin = refPos - curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
Point3F bbMax = refPos + curEntry.mProbeRefScale/2 * curEntry.getTransform().getScale();
probeBBMinData[mEffectiveProbeCount] = Point4F(bbMin.x, bbMin.y, bbMin.z, 0);
probeBBMaxData[mEffectiveProbeCount] = Point4F(bbMax.x, bbMax.y, bbMax.z, 0);