From d15780b0cb3589b26abd079089e7cb3ed32bed2d Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Tue, 14 Apr 2020 15:00:29 -0500 Subject: [PATCH] we do actually need to account for reference position (of the capture box) to avoid it trying to look up the cube face relative to world origin... will need to eyeball what's going on backend wise forcing additional position-offsetting... --- Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl index 35dd834a0..cfb89bf8a 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl +++ b/Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl @@ -377,7 +377,7 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z); float3 posonbox = wsPosition + wsReflectVec * dist; - return posonbox; + return posonbox-refPosition; } float4 computeForwardProbes(Surface surface,