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@@ -278,9 +278,9 @@ float4 compute4Lights( Surface surface,
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lighting *= getSpotAngleAtt(-surfaceToLight.L, inLightSpotDir[i].xyz, lightSpotParams[i].xy );
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}
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}
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-
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finalLighting += lighting;
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}
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+ finalLighting *= shadowMask.rgb;
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return float4(finalLighting,1);
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}
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@@ -445,8 +445,8 @@ float4 computeForwardProbes(Surface surface,
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if(skylightCubemapIdx != -1 && alpha >= 0.001)
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{
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- irradiance += TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.R, skylightCubemapIdx, 0).xyz * alpha;
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- specular += TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz * alpha;
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+ irradiance = lerp(irradiance,TORQUE_TEXCUBEARRAYLOD(irradianceCubemapAR, surface.R, skylightCubemapIdx, 0).xyz,alpha);
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+ specular = lerp(specular,TORQUE_TEXCUBEARRAYLOD(specularCubemapAR, surface.R, skylightCubemapIdx, lod).xyz,alpha);
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}
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float3 F = FresnelSchlickRoughness(surface.NdotV, surface.f0, surface.roughness);
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