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Эх сурвалжийг харах

in keeping with a more integrated setup, used multiplicative ao for darkening existing composite map ao contributions.

Azaezel 6 жил өмнө
parent
commit
fcef7061c8

+ 3 - 2
Templates/Full/game/shaders/common/lighting/advanced/vectorLightP.hlsl

@@ -234,14 +234,15 @@ float4 main(FarFrustumQuadConnectP IN) : SV_TARGET
       #endif
 
    #endif //NO_SHADOW
-   float3 ao = float3(1,1,1);
+   float ao = 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+ao);
+   surface.ao *= ao;
+   float3 lighting = getDirectionalLight(surface, surfaceToLight, lightingColor.rgb, lightBrightness, shadow);
 
    return float4(lighting, 0);
 }