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2 changes: 0 additions & 2 deletions package/Shaders/AmbientCompositeCS.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -93,8 +93,6 @@ void SampleSSGI(uint2 pixCoord, float3 normalWS, out float ao, out float3 il)

skylightingDiffuse = lerp(1.0, skylightingDiffuse, Skylighting::getFadeOutFactor(positionMS.xyz));

skylightingDiffuse *= 1.0 + saturate(normalWS.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);

skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);

visibility = skylightingDiffuse;
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2 changes: 0 additions & 2 deletions package/Shaders/Lighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -2761,9 +2761,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace)
skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);

directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor);

directionalAmbientColor *= skylightingDiffuse;
directionalAmbientColor *= 1.0 + saturate(worldNormal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);
directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor);
}
# endif
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5 changes: 0 additions & 5 deletions package/Shaders/RunGrass.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -734,9 +734,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace)
skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);

directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor);

directionalAmbientColor *= skylightingDiffuse;
directionalAmbientColor *= 1.0 + saturate(normal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);
directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor);
}
# endif // SKYLIGHTING
Expand Down Expand Up @@ -925,10 +923,7 @@ PS_OUTPUT main(PS_INPUT input)
skylightingDiffuse = Skylighting::mixDiffuse(SharedData::skylightingSettings, skylightingDiffuse);

directionalAmbientColor = Color::GammaToLinear(directionalAmbientColor);

directionalAmbientColor *= skylightingDiffuse;
directionalAmbientColor *= 1.0 + saturate(normal.z) * (1.0 - SharedData::skylightingSettings.MinDiffuseVisibility);

directionalAmbientColor = Color::LinearToGamma(directionalAmbientColor);
}
# endif // SKYLIGHTING
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