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8 changes: 2 additions & 6 deletions package/Shaders/RunGrass.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -757,16 +757,14 @@ 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)
float3 positionMSSkylight = input.WorldPosition.xyz + FrameBuffer::CameraPosAdjust[eyeIndex].xyz - FrameBuffer::CameraPosAdjust[0].xyz;
# 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);
Expand Down Expand Up @@ -950,16 +948,14 @@ 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)
float3 positionMSSkylight = input.WorldPosition.xyz + FrameBuffer::CameraPosAdjust[eyeIndex].xyz - FrameBuffer::CameraPosAdjust[0].xyz;
# 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);
Expand Down
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