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@@ -152,7 +152,7 @@ void main()
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s_diceIrradiance[4],
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s_diceIrradiance[4],
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s_diceIrradiance[5],
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s_diceIrradiance[5],
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gbuffer.m_normal);
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gbuffer.m_normal);
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- firstBounceIrradiance = gbuffer.m_diffuse * firstBounceIrradiance / PI;
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+ firstBounceIrradiance = gbuffer.m_diffuse * firstBounceIrradiance;
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// Compute 2nd bounce
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// Compute 2nd bounce
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const Vec3 lightShading = sampleLightShadingTexture(f);
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const Vec3 lightShading = sampleLightShadingTexture(f);
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@@ -194,7 +194,6 @@ void main()
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# else
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# else
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Vec3 irradiance = s_diceIrradiance[f];
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Vec3 irradiance = s_diceIrradiance[f];
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# endif
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# endif
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- irradiance /= PI / 2.0; // Pre-divide. Don't use PI because we integraded only PI/2
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const Vec3 toStoreValue = irradiance;
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const Vec3 toStoreValue = irradiance;
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#elif DEBUG_MODE == 1
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#elif DEBUG_MODE == 1
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const Vec3 toStoreValue = colorPerCubeFace(f);
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const Vec3 toStoreValue = colorPerCubeFace(f);
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