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reflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
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reflectedLight.indirectDiffuse += PI * lightMapTexelToLinear( lightMapTexel ).rgb * lightMapIntensity; // factor of PI should not be present; included here to prevent breakage
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