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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/RenderForwardTask.cpp (1 of 13 files). Show all

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libraries/render-utils/src/RenderForwardTask.cpp+1−0
@@ -251,6 +251,7 @@ void DrawForward::run(const RenderContextPointer& renderContext, const Inputs& i · 250 unmodified lines
251 251
252 // Setup lighting model for all items;252 // Setup lighting model for all items;
253 batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());253 batch.setUniformBuffer(ru::Buffer::LightModel, lightingModel->getParametersBuffer());
254 batch.setResourceTexture(ru::Texture::AmbientFresnel, lightingModel->getAmbientFresnelLUT());
254 255
255 // From the lighting model define a global shapeKey ORED with individiual keys256 // From the lighting model define a global shapeKey ORED with individiual keys
256 ShapeKey::Builder keyBuilder;257 ShapeKey::Builder keyBuilder;