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float3 color; float attenuation; |
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light.contactShadowIndex = -1; // Disable shadow contact if any |
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// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call |
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EvaluateLight_Directional(context, posInput, light, unused, 0, L, |
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color, attenuation); |
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float3 color; float attenuation; |
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light.contactShadowIndex = -1; // Disable shadow contact if any |
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// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call |
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EvaluateLight_Punctual(context, posInput, light, unused, |
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0, L, lightToSample, distances, |
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color, attenuation); |
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float3 color; float attenuation; |
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light.contactShadowIndex = -1; // Disable shadow contact if any |
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// Note: We provide a normal of 0 here that work with the NdotL >= 0 test inside the EvaluateLight_Punctual call |
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EvaluateLight_Punctual( context, posInput, light, unused, |
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0, L, lightToSample, distances, |
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color, attenuation); |
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