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@@ -14,7 +14,7 @@ class SSRShader extends hxsl.Shader {
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@global var depthMap:Channel;
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- @param var hdrMap:Sampler2D;
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+ @param var ldrMap:Sampler2D;
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@param var maxRayDistance : Float;
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@param var stepsFirstPass : Int;
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@@ -76,7 +76,7 @@ class SSRShader extends hxsl.Shader {
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var fragmentColor = vec3(0.0, 0.0, 0.0);
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var alpha = 0.0;
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if (hitFirstPass && hitSecondPass) {
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- fragmentColor = hdrMap.get(curPos).rgb;
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+ fragmentColor = ldrMap.get(curPos).rgb;
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alpha = 1.0 - (curPosWS - transformedPosition).length() / maxRayDistance;
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}
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@@ -104,10 +104,11 @@ class SSR extends RendererFX {
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if( step == Lighting ) {
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r.mark("SSR");
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- var hdrCopy = r.allocTarget("hdrMapCopy", false, 0.5);
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- h3d.pass.Copy.run(r.ctx.getGlobal("hdrMap"), hdrCopy);
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+ var ldrCopy = r.allocTarget("ldrMapCopy", false, 0.5);
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+ var ldr = r.ctx.getGlobal("ldrMap");
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+ h3d.pass.Copy.run(ldr, ldrCopy);
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- ssrShader.hdrMap = hdrCopy;
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+ ssrShader.ldrMap = ldrCopy;
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ssrShader.maxRayDistance = maxRayDistance;
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ssrShader.stepsFirstPass = stepsFirstPass;
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ssrShader.stepsSecondPass = stepsSecondPass;
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