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@@ -14,7 +14,7 @@
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#include <shaders/LightFunctions.glsl>
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#define DEBUG_MODE 0 // 0: disable, 1: different color per dice face, 2: different color per cell
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-#define SECOND_BOUNCE 0
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+#define SECOND_BOUNCE 1
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layout(local_size_x = INPUT_TEXTURES_HEIGHT, local_size_y = INPUT_TEXTURES_HEIGHT, local_size_z = 1) in;
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@@ -129,7 +129,7 @@ void main()
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// Compute 2nd bounce
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const Vec3 lightShading = textureLod(u_lightShadingTex, u_nearestAnyClampSampler, uv, 0.0).rgb;
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const Vec3 irradiance =
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- firstBounceIrradiance + lightShading * lambert * cubeCoordSolidAngle(ndc, INPUT_TEXTURES_HEIGHT_F);
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+ (firstBounceIrradiance + lightShading * lambert) * cubeCoordSolidAngle(ndc, INPUT_TEXTURES_HEIGHT_F);
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// Store
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u_integrationResults[f][gl_LocalInvocationID.y * INPUT_TEXTURES_HEIGHT + gl_LocalInvocationID.x] =
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