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// 2. Process the position influence |
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// Calculate falloff value, so reflections on the edges of the volume would gradually blend to previous reflection. |
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#if defined(ENVMAP_FEATURE_PERFACEINFLUENCE) |
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#if defined(ENVMAP_FEATURE_PERFACEINFLUENCE) || defined(ENVMAP_FEATURE_INFLUENCENORMAL) || defined(ENVMAP_FEATURE_PERFACEFADE) |
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#endif |
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#if defined(ENVMAP_FEATURE_PERFACEINFLUENCE) |
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// Influence falloff for each face |
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float3 negativeFalloff = negativeDistance / max(0.0001, lightData.blendDistanceNegative); |
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float3 positiveFalloff = positiveDistance / max(0.0001, lightData.blendDistancePositive); |
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