Consider default thickness value for quadlight fast approx mode
Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
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@@ -148,13 +148,14 @@ void ApplyQuadLight(ViewSrg::QuadLight light, Surface surface, inout LightingDat
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GetDiffuseLighting(surface, lightingData, intensity, dirToLightCenter)
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);
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float nullTransmissionDistance = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
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lightingData.translucentBackLighting +=
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(
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GetBackLighting(surface, lightingData, intensity, p0, 0.0) +
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GetBackLighting(surface, lightingData, intensity, p1, 0.0) +
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GetBackLighting(surface, lightingData, intensity, p2, 0.0) +
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GetBackLighting(surface, lightingData, intensity, p3, 0.0) +
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GetBackLighting(surface, lightingData, intensity, dirToLightCenter, 0.0)
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GetBackLighting(surface, lightingData, intensity, p0, nullTransmissionDistance) +
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GetBackLighting(surface, lightingData, intensity, p1, nullTransmissionDistance) +
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GetBackLighting(surface, lightingData, intensity, p2, nullTransmissionDistance) +
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GetBackLighting(surface, lightingData, intensity, p3, nullTransmissionDistance) +
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GetBackLighting(surface, lightingData, intensity, dirToLightCenter, nullTransmissionDistance)
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);
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// Calculate specular by choosing a single representative point on the light's surface based on the reflection ray
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