Consider default thickness value for quadlight fast approx mode

Signed-off-by: Santi Paprika <santi.gonzalez.cs@gmail.com>
This commit is contained in:
Santi Paprika
2021-12-03 22:06:29 +01:00
parent 1178bc1420
commit d951cd332f
@@ -148,13 +148,14 @@ void ApplyQuadLight(ViewSrg::QuadLight light, Surface surface, inout LightingDat
GetDiffuseLighting(surface, lightingData, intensity, dirToLightCenter)
);
float nullTransmissionDistance = (o_transmission_mode == TransmissionMode::ThickObject) ? 0.0f : 9999.0f;
lightingData.translucentBackLighting +=
(
GetBackLighting(surface, lightingData, intensity, p0, 0.0) +
GetBackLighting(surface, lightingData, intensity, p1, 0.0) +
GetBackLighting(surface, lightingData, intensity, p2, 0.0) +
GetBackLighting(surface, lightingData, intensity, p3, 0.0) +
GetBackLighting(surface, lightingData, intensity, dirToLightCenter, 0.0)
GetBackLighting(surface, lightingData, intensity, p0, nullTransmissionDistance) +
GetBackLighting(surface, lightingData, intensity, p1, nullTransmissionDistance) +
GetBackLighting(surface, lightingData, intensity, p2, nullTransmissionDistance) +
GetBackLighting(surface, lightingData, intensity, p3, nullTransmissionDistance) +
GetBackLighting(surface, lightingData, intensity, dirToLightCenter, nullTransmissionDistance)
);
// Calculate specular by choosing a single representative point on the light's surface based on the reflection ray