Progress in getting array data to comply.

This commit is contained in:
Areloch 2019-02-02 23:28:51 -06:00
parent 00e19a2d3d
commit 847d58a967
2 changed files with 174 additions and 232 deletions

View file

@ -638,210 +638,162 @@ void RenderProbeMgr::render( SceneRenderState *state )
ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial(); ReflectProbeMaterialInfo* reflProbeMat = getReflectProbeMaterial();
/*for (U32 i = 0; i < ProbeRenderInst::all.size(); i++) if (reflProbeMat == nullptr || reflProbeMat->matInstance == nullptr)
{ return;
ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
if (!curEntry->mIsEnabled) MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters();
continue;
if (curEntry->numPrims == 0) MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes");
continue;
if (curEntry->mIsSkylight && (!skylightMat || !skylightMat->matInstance)) MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray");
continue; MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
if (!curEntry->mIsSkylight && (!reflProbeMat || !reflProbeMat->matInstance)) MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
break; MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
if (curEntry->mIsSkylight) MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
{
//Setup
MatrixF probeTrans = curEntry->getTransform();
// Set geometry
GFX->setVertexBuffer(curEntry->vertBuffer);
GFX->setPrimitiveBuffer(curEntry->primBuffer);
probeTrans.scale(10); //force it to be big enough to surround the camera
sgData.objTrans = &probeTrans;
skylightMat->setProbeParameters(curEntry, state, worldToCameraXfm);
while (skylightMat->matInstance->setupPass(state, sgData))
{
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
skylightMat->matInstance->setTransforms(matrixSet, state);
skylightMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleList, 0, curEntry->numPrims);
}
}
}*/
//Array rendering //Array rendering
static U32 MAXPROBECOUNT = 1;// 50; static U32 MAXPROBECOUNT = 50;
U32 probeCount = ProbeRenderInst::all.size(); U32 probeCount = ProbeRenderInst::all.size();
if (probeCount != 0) MatrixF trans = MatrixF::Identity;
sgData.objTrans = &trans;
Vector<Point3F> probePositions;
Vector<MatrixF> probeWorldToObj;
Vector<Point3F> probeBBMin;
Vector<Point3F> probeBBMax;
Vector<float> probeUseSphereMode;
Vector<float> probeRadius;
Vector<float> probeAttenuation;
probePositions.setSize(MAXPROBECOUNT);
probeWorldToObj.setSize(MAXPROBECOUNT);
probeBBMin.setSize(MAXPROBECOUNT);
probeBBMax.setSize(MAXPROBECOUNT);
probeUseSphereMode.setSize(MAXPROBECOUNT);
probeRadius.setSize(MAXPROBECOUNT);
probeAttenuation.setSize(MAXPROBECOUNT);
//Vector<GFXCubemapHandle> cubeMaps;
//Vector<GFXCubemapHandle> irradMaps;
U32 effectiveProbeCount = 0;
for (U32 i = 0; i < probeCount; i++)
{ {
MatrixF trans = MatrixF::Identity; if (effectiveProbeCount >= MAXPROBECOUNT)
sgData.objTrans = &trans; break;
/*AlignedArray<Point3F> probePositions(MAXPROBECOUNT, sizeof(Point3F)); ProbeRenderInst* curEntry = ProbeRenderInst::all[i];
Vector<MatrixF> probeWorldToObj; if (!curEntry->mIsEnabled)
AlignedArray<Point3F> probeBBMin(MAXPROBECOUNT, sizeof(Point3F)); continue;
AlignedArray<Point3F> probeBBMax(MAXPROBECOUNT, sizeof(Point3F));
AlignedArray<float> probeUseSphereMode(MAXPROBECOUNT, sizeof(float));
AlignedArray<float> probeRadius(MAXPROBECOUNT, sizeof(float));
AlignedArray<float> probeAttenuation(MAXPROBECOUNT, sizeof(float));
dMemset(probePositions.getBuffer(), 0, probePositions.getBufferSize()); if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull())
probeWorldToObj.setSize(MAXPROBECOUNT); continue;
dMemset(probeBBMin.getBuffer(), 0, probeBBMin.getBufferSize());
dMemset(probeBBMax.getBuffer(), 0, probeBBMax.getBufferSize());
dMemset(probeUseSphereMode.getBuffer(), 0, probeUseSphereMode.getBufferSize());
dMemset(probeRadius.getBuffer(), 0, probeRadius.getBufferSize());
dMemset(probeAttenuation.getBuffer(), 0, probeAttenuation.getBufferSize());
Vector<GFXCubemapHandle> cubeMaps; if (!curEntry->mCubemap->isInitialised())
Vector<GFXCubemapHandle> irradMaps;*/ continue;
if (reflProbeMat && reflProbeMat->matInstance) //Setup
const Point3F &probePos = curEntry->getPosition();
probePositions[i] = probePos + curEntry->mProbePosOffset;
MatrixF trans = curEntry->getTransform();
trans.inverse();
probeWorldToObj[i] = trans;
probeBBMin[i] = curEntry->mBounds.minExtents;
probeBBMax[i] = curEntry->mBounds.maxExtents;
probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
probeRadius[i] = curEntry->mRadius;
probeAttenuation[i] = 1;
//cubeMaps.push_back(curEntry->mCubemap);
//irradMaps.push_back(curEntry->mIrradianceCubemap);
effectiveProbeCount++;
}
if (effectiveProbeCount != 0)
{
matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
/*GFXCubemapArrayHandle mCubemapArray;
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
GFXCubemapArrayHandle mIrradArray;
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());*/
NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
if (deferredTarget)
GFX->setTexture(0, deferredTarget->getTexture());
else
GFX->setTexture(0, NULL);
NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
if (colorTarget)
GFX->setTexture(1, colorTarget->getTexture());
else
GFX->setTexture(1, NULL);
NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
if (matinfoTarget)
GFX->setTexture(2, matinfoTarget->getTexture());
else
GFX->setTexture(2, NULL);
if (mBrdfTexture)
{ {
MaterialParameters *matParams = reflProbeMat->matInstance->getMaterialParameters(); GFX->setTexture(3, mBrdfTexture);
}
else
GFX->setTexture(3, NULL);
MaterialParameterHandle *numProbesSC = reflProbeMat->matInstance->getMaterialParameterHandle("$numProbes"); //GFX->setCubeArrayTexture(4, mCubemapArray);
//GFX->setCubeArrayTexture(5, mIrradArray);
MaterialParameterHandle *probePositionSC = reflProbeMat->matInstance->getMaterialParameterHandle("$inProbePosArray"); ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
MaterialParameterHandle *probeWorldToObjSC = reflProbeMat->matInstance->getMaterialParameterHandle("$worldToObjArray");
MaterialParameterHandle *probeBBMinSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMinArray");
MaterialParameterHandle *probeBBMaxSC = reflProbeMat->matInstance->getMaterialParameterHandle("$bbMaxArray");
MaterialParameterHandle *probeUseSphereModeSC = reflProbeMat->matInstance->getMaterialParameterHandle("$useSphereMode");
MaterialParameterHandle *probeRadiusSC = reflProbeMat->matInstance->getMaterialParameterHandle("$radius");
MaterialParameterHandle *probeAttenuationSC = reflProbeMat->matInstance->getMaterialParameterHandle("$attenuation");
/*U32 effectiveProbeCount = 0; GFX->setCubeTexture(4, curEntry->mCubemap);
GFX->setCubeTexture(5, curEntry->mIrradianceCubemap);
for (U32 i = 0; i < probeCount; i++) //Final packing
{ AlignedArray<Point4F> _probePositions(probePositions.size(), sizeof(Point4F), (U8*)probePositions.address(), false);
if (effectiveProbeCount >= MAXPROBECOUNT) AlignedArray<Point4F> _probeBBMin(probeBBMin.size(), sizeof(Point4F), (U8*)probeBBMin.address(), false);
break; AlignedArray<Point4F> _probeBBMax(probeBBMax.size(), sizeof(Point4F), (U8*)probeBBMax.address(), false);
AlignedArray<float> _probeUseSphereMode(probeUseSphereMode.size(), sizeof(float), (U8*)probeUseSphereMode.address(), false);
AlignedArray<float> _probeRadius(probeRadius.size(), sizeof(float), (U8*)probeRadius.address(), false);
AlignedArray<float> _probeAttenuation(probeAttenuation.size(), sizeof(float), (U8*)probeAttenuation.address(), false);
ProbeRenderInst* curEntry = ProbeRenderInst::all[i]; matParams->set(probePositionSC, _probePositions);
if (!curEntry->mIsEnabled) matParams->set(probeWorldToObjSC, probeWorldToObj.address(), probeWorldToObj.size());
continue; matParams->set(probeBBMinSC, _probeBBMin);
matParams->set(probeBBMaxSC, _probeBBMax);
matParams->set(probeUseSphereModeSC, _probeUseSphereMode);
matParams->set(probeRadiusSC, _probeRadius);
matParams->set(probeAttenuationSC, _probeAttenuation);
if (curEntry->mCubemap.isNull() || curEntry->mIrradianceCubemap.isNull()) // Set geometry
continue; GFX->setVertexBuffer(mFarFrustumQuadVerts);
GFX->setPrimitiveBuffer(NULL);
if (!curEntry->mCubemap->isInitialised()) while (reflProbeMat->matInstance->setupPass(state, sgData))
continue; {
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
reflProbeMat->matInstance->setTransforms(matrixSet, state);
reflProbeMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
//Setup
const Point3F &probePos = curEntry->getPosition();
probePositions[i] = probePos + curEntry->mProbePosOffset;
MatrixF trans = curEntry->getTransform();
trans.inverse();
probeWorldToObj[i] = trans;
probeBBMin[i] = curEntry->mBounds.minExtents;
probeBBMax[i] = curEntry->mBounds.maxExtents;
probeUseSphereMode[i] = curEntry->mProbeShapeType == ProbeRenderInst::Sphere ? 1 : 0;
probeRadius[i] = curEntry->mRadius;
probeAttenuation[i] = 1;
cubeMaps.push_back(curEntry->mCubemap);
irradMaps.push_back(curEntry->mIrradianceCubemap);
effectiveProbeCount++;
}
if (effectiveProbeCount != 0)
{*/
//matParams->setSafe(numProbesSC, (float)effectiveProbeCount);
/*GFXCubemapArrayHandle mCubemapArray;
mCubemapArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
GFXCubemapArrayHandle mIrradArray;
mIrradArray = GFXCubemapArrayHandle(GFX->createCubemapArray());
mCubemapArray->initStatic(cubeMaps.address(), cubeMaps.size());
mIrradArray->initStatic(irradMaps.address(), irradMaps.size());*/
NamedTexTarget *deferredTarget = NamedTexTarget::find(RenderDeferredMgr::BufferName);
if (deferredTarget)
GFX->setTexture(0, deferredTarget->getTexture());
else
GFX->setTexture(0, NULL);
NamedTexTarget *colorTarget = NamedTexTarget::find(RenderDeferredMgr::ColorBufferName);
if (colorTarget)
GFX->setTexture(1, colorTarget->getTexture());
else
GFX->setTexture(1, NULL);
NamedTexTarget *matinfoTarget = NamedTexTarget::find(RenderDeferredMgr::MatInfoBufferName);
if (matinfoTarget)
GFX->setTexture(2, matinfoTarget->getTexture());
else
GFX->setTexture(2, NULL);
if (mBrdfTexture)
{
GFX->setTexture(3, mBrdfTexture);
}
else
GFX->setTexture(3, NULL);
//GFX->setCubeArrayTexture(4, mCubemapArray);
//GFX->setCubeArrayTexture(5, mIrradArray);
ProbeRenderInst* curEntry = ProbeRenderInst::all[0];
Point3F probePosition = curEntry->getPosition();
MatrixF probeWorldToObj = curEntry->getTransform();
probeWorldToObj.inverse();
Point3F probeBBMin = curEntry->mBounds.minExtents;
Point3F probeBBMax = curEntry->mBounds.maxExtents;
float probeUseSphereMode = 0;
float probeRadius = curEntry->mRadius;
float probeAttenuation = 1;
GFX->setCubeTexture(4, curEntry->mCubemap);
GFX->setCubeTexture(5, curEntry->mIrradianceCubemap);
matParams->set(probePositionSC, probePosition);
matParams->set(probeWorldToObjSC, probeWorldToObj);
matParams->set(probeBBMinSC, probeBBMin);
matParams->set(probeBBMaxSC, probeBBMax);
matParams->set(probeUseSphereModeSC, probeUseSphereMode);
matParams->set(probeRadiusSC, probeRadius);
matParams->set(probeAttenuationSC, probeAttenuation);
// Set geometry
GFX->setVertexBuffer(mFarFrustumQuadVerts);
GFX->setPrimitiveBuffer(NULL);
while (reflProbeMat->matInstance->setupPass(state, sgData))
{
// Set transforms
matrixSet.setWorld(*sgData.objTrans);
reflProbeMat->matInstance->setTransforms(matrixSet, state);
reflProbeMat->matInstance->setSceneInfo(state, sgData);
GFX->drawPrimitive(GFXTriangleStrip, 0, 2);
}
//}
} }
} }
// //

View file

@ -16,18 +16,18 @@ uniform float3 eyePosWorld;
//cubemap arrays require all the same size. so shared mips# value //cubemap arrays require all the same size. so shared mips# value
uniform float cubeMips; uniform float cubeMips;
#define MAX_PROBES 1 //50 #define MAX_PROBES 50
uniform float numProbes; uniform float numProbes;
TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4); TORQUE_UNIFORM_SAMPLERCUBE(cubeMapAR, 4);
TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5); TORQUE_UNIFORM_SAMPLERCUBE(irradianceCubemapAR, 5);
uniform float3 inProbePosArray; uniform float4 inProbePosArray[MAX_PROBES];
uniform float4x4 worldToObjArray; uniform float4x4 worldToObjArray[MAX_PROBES];
uniform float3 bbMinArray; uniform float4 bbMinArray[MAX_PROBES];
uniform float3 bbMaxArray; uniform float4 bbMaxArray[MAX_PROBES];
uniform float useSphereMode; uniform float useSphereMode[MAX_PROBES];
uniform float radius; uniform float radius[MAX_PROBES];
uniform float2 attenuation; uniform float2 attenuation[MAX_PROBES];
// Box Projected IBL Lighting // Box Projected IBL Lighting
// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/ // Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
@ -46,14 +46,14 @@ float3 boxProject(float3 wsPosition, float3 reflectDir, float3 boxWSPos, float3
return posonbox - boxWSPos; return posonbox - boxWSPos;
} }
float3 iblBoxDiffuse( Surface surface) float3 iblBoxDiffuse( Surface surface, int id)
{ {
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray); float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
cubeN.z *=-1; cubeN.z *=-1;
return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz; return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
} }
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture)) float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
{ {
float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0); float ndotv = clamp(dot(surface.N, surfToEye), 0.0, 1.0);
@ -64,20 +64,20 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
float lod = surface.roughness*cubeMips; float lod = surface.roughness*cubeMips;
float3 r = reflect(surfToEye, surface.N); float3 r = reflect(surfToEye, surface.N);
float3 cubeR = normalize(r); float3 cubeR = normalize(r);
cubeR = boxProject(surface.P, surface.N, inProbePosArray, bbMinArray, bbMaxArray); cubeR = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y); float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
return radiance; return radiance;
} }
float defineBoxSpaceInfluence(Surface surface) float defineBoxSpaceInfluence(Surface surface, int id)
{ {
float tempAttenVal = 3.5; //replace with per probe atten float tempAttenVal = 3.5; //replace with per probe atten
float3 surfPosLS = mul( worldToObjArray, float4(surface.P,1.0)).xyz; float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
float3 boxMinLS = inProbePosArray-(float3(1,1,1)*radius); float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0]);
float3 boxMaxLS = inProbePosArray+(float3(1,1,1)*radius); float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0]);
float boxOuterRange = length(boxMaxLS - boxMinLS); float boxOuterRange = length(boxMaxLS - boxMinLS);
float boxInnerRange = boxOuterRange / tempAttenVal; float boxInnerRange = boxOuterRange / tempAttenVal;
@ -102,62 +102,52 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
{ {
discard; discard;
} }
float blendVal;
float blendVal[MAX_PROBES];
float3 surfToEye = normalize(surface.P - eyePosWorld); float3 surfToEye = normalize(surface.P - eyePosWorld);
int i; int i = 0;
float blendSum = 0; float blendSum = 0;
float invBlendSum = 0; float invBlendSum = 0;
/*for(i=0; i < numProbes; i++) for(i=0; i < numProbes; i++)
{ {
float3 probeWS = inProbePosArray[i]; float3 probeWS = inProbePosArray[i].xyz;
float3 L = probeWS - surface.P; float3 L = probeWS - surface.P;
if(useSphereMode[i]) /*if(useSphereMode[i])
{ {
float3 L = inProbePosArray[i] - surface.P; float3 L = inProbePosArray[i].xyz - surface.P;
blendVal[i] = 1.0-length(L)/radius[i]; blendVal[i] = 1.0-length(L)/radius[i];
blendVal[i] = max(0,blendVal[i]); blendVal[i] = max(0,blendVal[i]);
} }
else else
{ {*/
blendVal[i] = defineBoxSpaceInfluence(surface, i); blendVal[i] = defineBoxSpaceInfluence(surface, i);
blendVal[i] = max(0,blendVal[i]); blendVal[i] = max(0,blendVal[i]);
} //}
blendSum += blendVal[i]; blendSum += blendVal[i];
invBlendSum +=(1.0f - blendVal[i]); invBlendSum +=(1.0f - blendVal[i]);
}*/ }
if(useSphereMode)
{
float3 L = inProbePosArray - surface.P;
blendVal = 1.0-length(L)/radius;
blendVal = max(0,blendVal);
}
else
{
blendVal = defineBoxSpaceInfluence(surface);
blendVal = max(0,blendVal);
}
// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary. // Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
// And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1). // And as we invert, we need to divide by Num-1 to stay normalized (else sum is > 1).
// respect constraint B. // respect constraint B.
// Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary // Weight1 = normalized inverted NDF, so we have 1 at center, 0 at boundary
// and respect constraint A. // and respect constraint A.
/*for(i=0; i < numProbes; i++) for(i=0; i < numProbes; i++)
{ {
blendVal[i] = (1.0f - ( blendVal[i] / blendSum)) / (numProbes - 1); blendVal[i] = (1.0f - ( blendVal[i] / blendSum)) / (numProbes - 1);
blendVal[i] *= ((1.0f - blendVal[i]) / invBlendSum); blendVal[i] *= ((1.0f - blendVal[i]) / invBlendSum);
blendSum += blendVal[i]; blendSum += blendVal[i];
}*/ }
//float asdasg = defineBoxSpaceInfluence(surface, 0); float finalSum = blendSum;
//return float4(asdasg,asdasg,asdasg,1);
//return float4(finalSum,finalSum,finalSum, 1);
// Normalize blendVal // Normalize blendVal
/*if (blendSum == 0.0f) // Possible with custom weight if (blendSum == 0.0f) // Possible with custom weight
{ {
blendSum = 1.0f; blendSum = 1.0f;
} }
@ -166,7 +156,7 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
for (i = 0; i < numProbes; ++i) for (i = 0; i < numProbes; ++i)
{ {
blendVal[i] *= invBlendSumWeighted; blendVal[i] *= invBlendSumWeighted;
}*/ }
float3 irradiance = float3(0,0,0); float3 irradiance = float3(0,0,0);
float3 specular = float3(0,0,0); float3 specular = float3(0,0,0);
@ -175,12 +165,12 @@ float4 main( FarFrustumQuadConnectP IN ) : SV_TARGET
//energy conservation //energy conservation
float3 kD = 1.0.xxx - F; float3 kD = 1.0.xxx - F;
kD *= 1.0 - surface.metalness; kD *= 1.0 - surface.metalness;
//for (i = 0; i < numProbes; ++i) for (i = 0; i < numProbes; ++i)
//{ {
irradiance = blendVal*iblBoxDiffuse(surface); irradiance += blendVal[i]*iblBoxDiffuse(surface,i);
specular = blendVal*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture)); specular += blendVal[i]*F*iblBoxSpecular(surface, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture),i);
//} }
//final diffuse color //final diffuse color
float3 diffuse = kD * irradiance * surface.baseColor.rgb; float3 diffuse = kD * irradiance * surface.baseColor.rgb;
float4 finalColor = float4(diffuse + specular * surface.ao, 1); float4 finalColor = float4(diffuse + specular * surface.ao, 1);