WIP of shifting the skylight cubemap to be packed into the cubemap array

This commit is contained in:
Areloch 2019-06-05 01:04:47 -05:00
parent f433cf4a0d
commit bb9e5ce313
4 changed files with 63 additions and 90 deletions

View file

@ -31,9 +31,8 @@ uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
uniform float4 probeContribColors[MAX_PROBES];
#endif
TORQUE_UNIFORM_SAMPLERCUBE(skylightSpecularMap, 6);
TORQUE_UNIFORM_SAMPLERCUBE(skylightIrradMap, 7);
uniform float hasSkylight;
uniform float skylightCubemapIdx;
float4 main(PFXVertToPix IN) : SV_TARGET
{
@ -173,8 +172,8 @@ float4 main(PFXVertToPix IN) : SV_TARGET
if (hasSkylight && alpha > 0.001)
{
irradiance += TORQUE_TEXCUBELOD(skylightIrradMap, float4(surface.R, 0)).xyz * alpha;
specular += TORQUE_TEXCUBELOD(skylightSpecularMap, float4(surface.R, lod)).xyz * alpha;
irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.R, skylightCubemapIdx, 0).xyz * alpha;
specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz * alpha;
}
#if DEBUGVIZ_SPECCUBEMAP == 1 && DEBUGVIZ_DIFFCUBEMAP == 0