puts a form of ssao back. as this is intended to replicate shadows, bolted that to the shadow portion of the calc. as it was previously addative, did so in an addative manner.

This commit is contained in:
Azaezel 2018-11-29 17:30:51 -06:00
parent 6248b427bf
commit fa41ea3e16

View file

@ -234,9 +234,14 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
#endif
#endif //NO_SHADOW
float3 ao = float3(1,1,1);
// Sample the AO texture.
#ifdef USE_SSAO_MASK
ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
#endif
//get directional light contribution
float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow+ao);
return float4(lighting, 0);
}