Added the temporary 'use HDR cubemaps' override to use the in-memory full HDR range prefilter and irradiance cubemaps instead of the saved LDR ones.

Also fixed the target order with the skylight shader so it renders to the right targets.
This commit is contained in:
Areloch 2018-10-26 01:19:14 -05:00
parent d4fa1a4da9
commit b89e189047
3 changed files with 84 additions and 70 deletions

View file

@ -92,8 +92,8 @@ float3 iblSpecular(float3 v, float3 n, float roughness)
struct PS_OUTPUT
{
float4 diffuse: TORQUE_TARGET0;
float4 spec: TORQUE_TARGET1;
float4 spec: TORQUE_TARGET0;
float4 diffuse: TORQUE_TARGET1;
};
PS_OUTPUT main( ConvexConnectP IN )