cleanup: use radius[id] vals

This commit is contained in:
Azaezel 2019-02-15 18:14:46 -06:00
parent cf9c5aea20
commit df5efc57d8

View file

@ -52,7 +52,6 @@ float3 iblBoxDiffuse( Surface surface, int id)
float3 cubeN = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
cubeN.z *=-1;
return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
//return TORQUE_TEXCUBELOD(irradianceCubemapAR,float4(cubeN,0)).xyz;
}
float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTexture), int id)
@ -69,7 +68,6 @@ float3 iblBoxSpecular(Surface surface, float3 surfToEye, TORQUE_SAMPLER2D(brdfTe
cubeR = boxProject(surface.P, surface.N, inProbePosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
float3 radiance = TORQUE_TEXCUBEARRAYLOD(cubeMapAR,cubeR,id,lod).xyz * (brdf.x + brdf.y);
//float3 radiance = TORQUE_TEXCUBELOD(cubeMapAR,float4(cubeR,lod)).xyz * (brdf.x + brdf.y);
return radiance;
}
@ -79,8 +77,8 @@ float defineBoxSpaceInfluence(Surface surface, int id)
float tempAttenVal = 3.5; //replace with per probe atten
float3 surfPosLS = mul( worldToObjArray[id], float4(surface.P,1.0)).xyz;
float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[0].x);
float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[0].x);
float3 boxMinLS = inProbePosArray[id].xyz-(float3(1,1,1)*radius[id].x);
float3 boxMaxLS = inProbePosArray[id].xyz+(float3(1,1,1)*radius[id].x);
float boxOuterRange = length(boxMaxLS - boxMinLS);
float boxInnerRange = boxOuterRange / tempAttenVal;