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simplification

Azaezel 6 years ago
parent
commit
a2bd0e0fcd

+ 1 - 3
Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

@@ -234,14 +234,12 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
       #endif
 
    #endif //NO_SHADOW
-   float ao = 1;
    // Sample the AO texture.
    #ifdef USE_SSAO_MASK
-      ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
+      surface.ao *= 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
    #endif
    
    //get directional light contribution   
-   surface.ao *= ao;
    float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
 
    return float4(lighting, 0);