浏览代码

no need to z flip the diffuse box dx side. may need to gl side

Azaezel 6 年之前
父节点
当前提交
bdcb1aaea6
共有 1 个文件被更改,包括 0 次插入1 次删除
  1. 0 1
      Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

+ 0 - 1
Templates/Full/game/shaders/common/lighting/advanced/reflectionProbeArrayP.hlsl

@@ -56,7 +56,6 @@ float3 boxProject(float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3
 float3 iblBoxDiffuse( Surface surface, int id)
 {
    float3 cubeN = boxProject(surface.P, surface.V, surface.R, inRefPosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
-   cubeN.z *=-1;
    return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
 }