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@@ -32,56 +32,90 @@ uniform float4 probeConfigData[MAX_PROBES]; //r,g,b/mode,radius,atten
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uniform float4 probeContribColors[MAX_PROBES];
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#endif
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-// Box Projected IBL Lighting
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-// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
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-// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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-/*float3 boxProject(float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax)
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-{
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- float3 positionLS = mul(worldToObjArray[id], float4(wsEyeRay, 1.0)).xyz;
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- //float3 rayLS = mul(worldToObjArray[id], float4(wsEyeRay, 1.0)).xyz;
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- //float3 reflCameraLS = mul(worldToObjArray[id], float4(reflectDir), 1.0)).xyz;
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-
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- float3 nrdir = reflectDir;
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- float3 offset = wsPosition;
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- float3 plane1vec = (boxMax - offset) / nrdir;
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- float3 plane2vec = (boxMin - offset) / nrdir;
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-
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- float3 furthestPlane = max(plane1vec, plane2vec);
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- float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
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- float3 posonbox = offset + nrdir * dist;
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-
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- return posonbox - boxWSPos;
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-}*/
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-
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-
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-float3 iblBoxDiffuse( Surface surface, ProbeData probe)
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+//Probe IBL stuff
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+struct ProbeData
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{
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- float3 dir = boxProject(surface, probe);
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+ float3 wsPosition;
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+ float radius;
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+ float3 boxMin;
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+ float3 boxMax;
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+ float attenuation;
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+ float4x4 worldToLocal;
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+ uint probeIdx;
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+ uint type; //box = 0, sphere = 1
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+ float contribution;
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+ float3 refPosition;
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+ float3 pad;
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+
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+ inline void defineSphereSpaceInfluence(Surface surface, float3 wsEyeRay)
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+ {
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+ float3 L = wsPosition.xyz - surface.P;
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+ contribution = 1.0 - length(L) / radius;
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+ }
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- float lod = surface.roughness*cubeMips;
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- float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probe.probeIdx, lod).xyz;
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+ inline void defineBoxSpaceInfluence(Surface surface, float3 wsEyeRay)
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+ {
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+ float3 surfPosLS = mul(worldToLocal, float4(surface.P, 1.0)).xyz;
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- return color;
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-}
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+ float3 boxMinLS = wsPosition.xyz - (float3(1, 1, 1)*radius);
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+ float3 boxMaxLS = wsPosition.xyz + (float3(1, 1, 1)*radius);
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-float3 iblBoxSpecular(Surface surface, ProbeData probe)
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-{
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- // BRDF
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- float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV,0.0,0.0)).xy;
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+ float boxOuterRange = length(boxMaxLS - boxMinLS);
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+ float boxInnerRange = boxOuterRange / attenuation;
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- float3 dir = boxProject(surface, probe);
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+ float3 localDir = float3(abs(surfPosLS.x), abs(surfPosLS.y), abs(surfPosLS.z));
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+ localDir = (localDir - boxInnerRange) / (boxOuterRange - boxInnerRange);
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- // Radiance (Specular)
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-#if DEBUGVIZ_SPECCUBEMAP == 0
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- float lod = surface.roughness*cubeMips;
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-#elif DEBUGVIZ_SPECCUBEMAP == 1
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- float lod = 0;
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-#endif
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+ contribution = max(localDir.x, max(localDir.y, localDir.z)) * -1;
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+ }
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+
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+ // Box Projected IBL Lighting
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+ // Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
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+ // and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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+ inline float3 boxProject(Surface surface) //float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax
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+ {
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+ float3 nrdir = surface.R;
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+ float3 offset = surface.P;
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+ float3 plane1vec = (boxMax - offset) / nrdir;
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+ float3 plane2vec = (boxMin - offset) / nrdir;
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- float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probe.probeIdx, lod).xyz * (brdf.x + brdf.y);
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+ float3 furthestPlane = max(plane1vec, plane2vec);
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+ float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
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+ float3 posonbox = offset + nrdir * dist;
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+
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+ return posonbox - refPosition;
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+ }
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+
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+ float3 iblBoxDiffuse( Surface surface)
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+ {
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+ float3 dir = boxProject(surface);
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+
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+ float lod = surface.roughness*cubeMips;
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, dir, probeIdx, lod).xyz;
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+
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+ return color;
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+ }
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+
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+ float3 iblBoxSpecular(Surface surface)
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+ {
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+ // BRDF
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+ float2 brdf = TORQUE_TEX2DLOD(BRDFTexture, float4(surface.roughness, surface.NdotV,0.0,0.0)).xy;
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+
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+ float3 dir = boxProject(surface);
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+
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+ // Radiance (Specular)
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+ #if DEBUGVIZ_SPECCUBEMAP == 0
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+ float lod = surface.roughness*cubeMips;
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+ #elif DEBUGVIZ_SPECCUBEMAP == 1
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+ float lod = 0;
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+ #endif
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+
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+ float3 color = TORQUE_TEXCUBEARRAYLOD(cubeMapAR, dir, probeIdx, lod).xyz * (brdf.x + brdf.y);
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+
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+ return color;
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+ }
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+};
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- return color;
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-}
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float4 main( PFXVertToPix IN ) : SV_TARGET
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{
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@@ -99,7 +133,6 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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}
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int i = 0;
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- float blendVal[MAX_PROBES];
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float blendFactor[MAX_PROBES];
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float blendSum = 0;
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float blendFacSum = 0;
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@@ -124,16 +157,16 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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if (probes[i].type == 0) //box
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{
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- blendVal[i] = defineBoxSpaceInfluence(surface, probes[i], IN.wsEyeRay);
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+ probes[i].defineBoxSpaceInfluence(surface, IN.wsEyeRay);
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}
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else
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{
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- blendVal[i] = defineSphereSpaceInfluence(surface, probes[i], IN.wsEyeRay);
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+ probes[i].defineSphereSpaceInfluence(surface,IN.wsEyeRay);
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}
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- blendVal[i] = saturate(blendVal[i]);
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- blendSum += blendVal[i];
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- invBlendSum += (1.0f - blendVal[i]);
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+ probes[i].contribution = saturate(probes[i].contribution);
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+ blendSum += probes[i].contribution;
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+ invBlendSum += (1.0f - probes[i].contribution);
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}
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// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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@@ -145,14 +178,14 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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{
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if (numProbes>1)
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{
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- blendFactor[i] = ((1.0f - blendVal[i] / blendSum)) / (numProbes - 1);
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- blendFactor[i] *= ((1.0f - blendVal[i]) / invBlendSum);
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+ blendFactor[i] = ((1.0f - probes[i].contribution / blendSum)) / (numProbes - 1);
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+ blendFactor[i] *= ((1.0f - probes[i].contribution) / invBlendSum);
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blendFacSum += blendFactor[i];
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}
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else
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{
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- blendFactor[i] = blendVal[i];
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- blendFacSum = blendVal[i];
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+ blendFactor[i] = probes[i].contribution;
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+ blendFacSum = probes[i].contribution;
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}
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}
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@@ -199,12 +232,12 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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kD *= 1.0 - surface.metalness;
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for (i = 0; i < numProbes; ++i)
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{
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- if (blendVal[i] == 0)
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+ if (probes[i].contribution == 0)
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continue;
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- irradiance += blendFactor[i]*iblBoxDiffuse(surface, probes[i]);
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+ irradiance += blendFactor[i]*probes[i].iblBoxDiffuse(surface);
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- specular += blendFactor[i]*F*iblBoxSpecular(surface, probes[i]);
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+ specular += blendFactor[i]*F*probes[i].iblBoxSpecular(surface);
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}
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//final diffuse color
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@@ -217,7 +250,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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float3 cubeColor = float3(0, 0, 0);
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for (i = 0; i < numProbes; ++i)
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{
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- cubeColor += blendFactor[i] * iblBoxSpecular(surface, probes[i]);
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+ cubeColor += blendFactor[i] * probes[i].iblBoxSpecular(surface);
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}
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return float4(cubeColor, 1);
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@@ -225,7 +258,7 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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float3 cubeColor = float3(0, 0, 0);
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for (i = 0; i < numProbes; ++i)
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{
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- cubeColor += blendFactor[i] * iblBoxDiffuse(surface, probes[i]);
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+ cubeColor += blendFactor[i] * probes[i].iblBoxDiffuse(surface);
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}
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return float4(cubeColor, 1);
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