From a2bd0e0fcdc146fbfbc70f25990bcab4babf9efe Mon Sep 17 00:00:00 2001 From: Azaezel Date: Thu, 29 Nov 2018 18:19:27 -0600 Subject: [PATCH] simplification --- .../game/shaders/common/lighting/advanced/vectorLightP.hlsl | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl index 6a3ac09a9..1d1f98930 100644 --- a/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl +++ b/Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl @@ -234,14 +234,12 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET #endif #endif //NO_SHADOW - float ao = 1; // Sample the AO texture. #ifdef USE_SSAO_MASK - ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r; + surface.ao *= 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r; #endif //get directional light contribution - surface.ao *= ao; float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow); return float4(lighting, 0);