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@@ -35,7 +35,7 @@ uniform sampler2D dynamicShadowMap : register(S2);
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#ifdef USE_SSAO_MASK
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#ifdef USE_SSAO_MASK
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uniform sampler2D ssaoMask : register(S3);
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uniform sampler2D ssaoMask : register(S3);
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-uniform float4 rtParams2;
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+uniform float4 rtParams3;
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#endif
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#endif
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float4 AL_VectorLightShadowCast( sampler2D sourceShadowMap,
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float4 AL_VectorLightShadowCast( sampler2D sourceShadowMap,
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@@ -295,7 +295,7 @@ float4 main( FarFrustumQuadConnectP IN,
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// Sample the AO texture.
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// Sample the AO texture.
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#ifdef USE_SSAO_MASK
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#ifdef USE_SSAO_MASK
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- float ao = 1.0 - tex2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams2 ) ).r;
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+ float ao = 1.0 - tex2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
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addToResult *= ao;
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addToResult *= ao;
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#endif
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#endif
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