diff --git a/package/Shaders/RunGrass.hlsl b/package/Shaders/RunGrass.hlsl index 70f90901ae..338af654d2 100644 --- a/package/Shaders/RunGrass.hlsl +++ b/package/Shaders/RunGrass.hlsl @@ -757,8 +757,6 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace) float3 directionalAmbientColor = Color::Ambient(max(0, SharedData::GetAmbient(normal))); # if defined(SKYLIGHTING) - const static sh2 unitSH_grass1 = float4(sqrt(4.0 * Math::PI), 0, 0, 0); - sh2 skylightingSH = unitSH_grass1; float skylightingDiffuse = 1.0; if (!SharedData::InInterior) { # if defined(VR) @@ -766,7 +764,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace : SV_IsFrontFace) # else float3 positionMSSkylight = input.WorldPosition.xyz; # endif - skylightingSH = Skylighting::sample(SharedData::skylightingSettings, Skylighting::SkylightingProbeArray, Skylighting::stbn_vec3_2Dx1D_128x128x64, input.HPosition.xy, positionMSSkylight, normal); + sh2 skylightingSH = Skylighting::sample(SharedData::skylightingSettings, Skylighting::SkylightingProbeArray, Skylighting::stbn_vec3_2Dx1D_128x128x64, input.HPosition.xy, positionMSSkylight, normal); skylightingDiffuse = SphericalHarmonics::FuncProductIntegral(skylightingSH, SphericalHarmonics::EvaluateCosineLobe(normal)) / Math::PI; skylightingDiffuse = saturate(skylightingDiffuse); skylightingDiffuse = lerp(1.0, skylightingDiffuse, skylightingFadeOutFactor); @@ -950,8 +948,6 @@ PS_OUTPUT main(PS_INPUT input) float3 directionalAmbientColor = Color::Ambient(max(0, SharedData::GetAmbient(normal))); # if defined(SKYLIGHTING) - const static sh2 unitSH_grass2 = float4(sqrt(4.0 * Math::PI), 0, 0, 0); - sh2 skylightingSH = unitSH_grass2; float skylightingDiffuse = 1.0; if (!SharedData::InInterior) { # if defined(VR) @@ -959,7 +955,7 @@ PS_OUTPUT main(PS_INPUT input) # else float3 positionMSSkylight = input.WorldPosition.xyz; # endif - skylightingSH = Skylighting::sample(SharedData::skylightingSettings, Skylighting::SkylightingProbeArray, Skylighting::stbn_vec3_2Dx1D_128x128x64, input.HPosition.xy, positionMSSkylight, normal); + sh2 skylightingSH = Skylighting::sample(SharedData::skylightingSettings, Skylighting::SkylightingProbeArray, Skylighting::stbn_vec3_2Dx1D_128x128x64, input.HPosition.xy, positionMSSkylight, normal); skylightingDiffuse = SphericalHarmonics::FuncProductIntegral(skylightingSH, SphericalHarmonics::EvaluateCosineLobe(normal)) / Math::PI; skylightingDiffuse = saturate(skylightingDiffuse); skylightingDiffuse = lerp(1.0, skylightingDiffuse, skylightingFadeOutFactor);