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take ao slot in the gbuffer into account by the simple expedient of multiplying the cast-shadow result by the channel

Azaezel 7 éve
szülő
commit
eb46a8c0e7

+ 1 - 1
Templates/Full/game/shaders/common/lighting/advanced/gl/vectorLightP.glsl

@@ -275,7 +275,7 @@ void main()
       // temp for debugging. uncomment one or the other.
       //float shadowed = static_shadowed;
       //float shadowed = dynamic_shadowed;
-      float shadowed = min(static_shadowed, dynamic_shadowed);
+      float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g;
       
       #ifdef PSSM_DEBUG_RENDER
          if ( fadeOutAmt > 1.0 )

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

@@ -286,7 +286,7 @@ PS_OUTPUT main(FarFrustumQuadConnectP IN)
    // temp for debugging. uncomment one or the other.
    //float shadowed = static_shadowed;
    //float shadowed = dynamic_shadowed;
-   float shadowed = min(static_shadowed, dynamic_shadowed);
+   float shadowed = min(static_shadowed, dynamic_shadowed)*matInfo.g;
 
 #ifdef PSSM_DEBUG_RENDER
    if (fadeOutAmt > 1.0)