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puts a form of ssao back. as this is intended to replicate shadows, bolted that to the shadow portion of the calc. as it was previously addative, did so in an addative manner.

Azaezel 6 년 전
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fa41ea3e16
1개의 변경된 파일6개의 추가작업 그리고 1개의 파일을 삭제
  1. 6 1
      Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

+ 6 - 1
Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

@@ -234,9 +234,14 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
       #endif
 
    #endif //NO_SHADOW
+   float3 ao = float3(1,1,1);
+   // Sample the AO texture.
+   #ifdef USE_SSAO_MASK
+      ao = 1.0 - TORQUE_TEX2D( ssaoMask, viewportCoordToRenderTarget( IN.uv0.xy, rtParams3 ) ).r;
+   #endif
    
    //get directional light contribution   
-   float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
+   float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow+ao);
 
    return float4(lighting, 0);
 }