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Switched to split sum model for ambient (as Unreal)

Olivier Prat committed 7 years ago

Commit b71a8f71 parent 57de55c13 files · +209 −49Browse files

Showing the changes to libraries/render-utils/src/RenderCommonTask.cpp (1 of 13 files). Show all

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libraries/render-utils/src/RenderCommonTask.cpp+1−0
@@ -94,6 +94,7 @@ void DrawLayered3D::run(const RenderContextPointer& renderContext, const Inputs& · 93 unmodified lines
94 94
95 // Setup lighting model for all items;95 // Setup lighting model for all items;
96 batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());96 batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
97 batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
97 98
98 if (_opaquePass) {99 if (_opaquePass) {
99 renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn);100 renderStateSortShapes(renderContext, _shapePlumber, inItems, _maxDrawn);