@@ -42,7 +42,7 @@ technique IrradianceAccumulateSH
sum += value;
}
- return sum / 4.0f;
+ return sum;
};
@@ -38,7 +38,7 @@ technique IrradianceComputeSHFrag
SHVector shBasis = SHBasis(dir);
float3 radiance = gInputTex.SampleLevel(gInputSamp, dir, 0).rgb;
-
+
float4 output;
output.r = shBasis.v[gCoeffIdx] * radiance.r * weight;
output.g = shBasis.v[gCoeffIdx] * radiance.g * weight;