Fix naming for transmission distance parameter

Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
monroegm-disable-blank-issue-2
Santi Paprika 4 years ago
parent 85d206c0c8
commit 9f8994823b

@ -19,7 +19,6 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
const uint shadowIndex = ViewSrg::m_shadowIndexDirectionalLight;
float litRatio = 1.0f;
float transmissionDistance = 0.0f;
float backShadowRatio = 0.0f;
if (o_enableShadows && shadowIndex < SceneSrg::m_directionalLightCount)
{
@ -31,7 +30,7 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
if (o_transmission_mode == TransmissionMode::ThickObject)
{
backShadowRatio = DirectionalLightShadow::GetThickness(shadowIndex, lightingData.shadowCoords);
transmissionDistance = DirectionalLightShadow::GetThickness(shadowIndex, lightingData.shadowCoords);
}
else if (o_transmission_mode == TransmissionMode::ThinObject)
{
@ -58,26 +57,21 @@ void ApplyDirectionalLights(Surface surface, inout LightingData lightingData)
// [GFX TODO][ATOM-2012] care of multiple directional light
// Currently shadow check is done only for index == shadowIndex.
float currentLitRatio = 1.0f;
float currentTransmissionParameter = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
float currentTransmissionDistance = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
if (o_enableShadows)
{
bool activeLight = index == shadowIndex;
currentLitRatio = activeLight ? litRatio : 1.;
if (o_transmission_mode == TransmissionMode::ThickObject)
{
// Back shadow ratio (add contribution only if current directional light is the active one for shadows)
currentTransmissionParameter = activeLight ? backShadowRatio : 0.0f;
}
else if (o_transmission_mode == TransmissionMode::ThinObject)
if (activeLight)
{
// Transmission distance (add contribution only if current directional light is the active one for shadows)
currentTransmissionParameter = activeLight ? transmissionDistance : 9999.0f;
currentTransmissionDistance = transmissionDistance;
}
}
lightingData.diffuseLighting += GetDiffuseLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio;
lightingData.specularLighting += GetSpecularLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight) * currentLitRatio;
lightingData.translucentBackLighting += GetBackLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight, currentTransmissionParameter);
lightingData.translucentBackLighting += GetBackLighting(surface, lightingData, light.m_rgbIntensityLux, dirToLight, currentTransmissionDistance);
}
// Add debug coloring for directional light shadow

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