|
|
|
|
|
|
iblSpecularLighting = lerp(iblSpecularLighting, localSpecularLighting, weight.y); |
|
|
|
} |
|
|
|
|
|
|
|
/* |
|
|
|
|
|
|
|
// The EnvLightData of the sky light contains a bunch of compile-time constants. |
|
|
|
// We set them here directly to allow the compiler to propagate them and optimize the code. |
|
|
|
_EnvLightSky.envShapeType = ENVSHAPETYPE_SKY; |
|
|
|
_EnvLightSky.envIndex = 0; |
|
|
|
_EnvLightSky.forward = float3(0.0, 0.0, 1.0); |
|
|
|
_EnvLightSky.up = float3(0.0, 1.0, 0.0); |
|
|
|
_EnvLightSky.right = float3(1.0, 0.0, 0.0); |
|
|
|
_EnvLightSky.positionWS = float3(0.0, 0.0, 0.0); |
|
|
|
_EnvLightSky.offsetLS = float3(0.0, 0.0, 0.0); |
|
|
|
_EnvLightSky.innerDistance = float3(0.0, 0.0, 0.0); |
|
|
|
_EnvLightSky.blendDistance = 1.0; |
|
|
|
|
|
|
|
*/ |
|
|
|
|
|
|
|
diffuseLighting += iblDiffuseLighting; |
|
|
|
specularLighting += iblSpecularLighting; |
|
|
|