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int sampleReflection; |
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}; |
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// The EnvLightData of the sky light contains a bunch of compile-time constants. |
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// This function sets them directly to allow the compiler to propagate them and optimize the code. |
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void InitSkyEnvLightData(int index) |
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{ |
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_EnvLightSky.envShapeType = ENVSHAPETYPE_SKY; |
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_EnvLightSky.envIndex = index; |
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_EnvLightSky.forward = float3(0.0, 0.0, 1.0); |
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_EnvLightSky.up = float3(0.0, 1.0, 0.0); |
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_EnvLightSky.right = float3(1.0, 0.0, 0.0); |
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_EnvLightSky.positionWS = float3(0.0, 0.0, 0.0); |
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_EnvLightSky.offsetLS = float3(0.0, 0.0, 0.0); |
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_EnvLightSky.innerDistance = float3(0.0, 0.0, 0.0); |
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_EnvLightSky.blendDistance = 1.0; |
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} |
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//----------------------------------------------------------------------------- |
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// Shadow sampling function |
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// ---------------------------------------------------------------------------- |
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