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

Azaezel há 6 anos atrás
pai
commit
bdcb1aaea6

+ 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 iblBoxDiffuse( Surface surface, int id)
 {
 {
    float3 cubeN = boxProject(surface.P, surface.V, surface.R, inRefPosArray[id].xyz, bbMinArray[id].xyz, bbMaxArray[id].xyz);
    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;
    return TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR,cubeN,id,0).xyz;
 }
 }