better var names
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@@ -15,7 +15,10 @@
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#include <Atom/Features/PBR/Lights/LightTypesCommon.azsli>
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#include <Atom/Features/Shadow/ProjectedShadow.azsli>
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int GetShadowDirectionIndex(const float3 targetPos, const float3 lightPos)
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// The order should match m_pointShadowTransforms in PointLightFeatureProcessor.h/.cpp
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static const float3 PointLightShadowCubemapDirections[6] = {float3(-1,0,0), float3(1,0,0), float3(0,-1,0), float3(0,1,0), float3(0,0,-1), float3(0,0,1)};
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int GetPointLightShadowCubemapFace(const float3 targetPos, const float3 lightPos)
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{
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const float3 toPoint = targetPos - lightPos;
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const float maxElement = max(abs(toPoint.z), max(abs(toPoint.x), abs(toPoint.y)));
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@@ -45,7 +48,7 @@ int GetShadowDirectionIndex(const float3 targetPos, const float3 lightPos)
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}
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}
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int UnpackShadowIndex(const ViewSrg::PointLight light, const int i)
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int UnpackPointLightShadowIndex(const ViewSrg::PointLight light, const int i)
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{
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if (i == 0)
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{
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@@ -97,15 +100,14 @@ void ApplyPointLight(ViewSrg::PointLight light, Surface surface, inout LightingD
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float backShadowRatio = 0.0;
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if (o_enableShadows)
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{
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// The order should match m_pointShadowTransforms in PointLightFeatureProcessor.h/.cpp
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const float3 PointShadowDirections[6] = {float3(-1,0,0), float3(1,0,0), float3(0,-1,0), float3(0,1,0), float3(0,0,-1), float3(0,0,1)};
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const int shadowDirectionIndex = GetShadowDirectionIndex(surface.position, light.m_position);
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const int shadowIndex = UnpackShadowIndex(light, shadowDirectionIndex);
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const int shadowCubemapFace = GetPointLightShadowCubemapFace(surface.position, light.m_position);
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const int shadowIndex = UnpackPointLightShadowIndex(light, shadowCubemapFace);
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litRatio *= ProjectedShadow::GetVisibility(
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shadowIndex,
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light.m_position,
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surface.position,
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PointShadowDirections[shadowDirectionIndex],
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PointLightShadowCubemapDirections[shadowCubemapFace],
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surface.normal);
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// Use backShadowRatio to carry thickness from shadow map for thick mode
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