added some explicit use of float3

Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
This commit is contained in:
antonmic
2021-12-14 15:57:23 -08:00
parent 4522968c0b
commit fbd7b67e11
2 changed files with 5 additions and 5 deletions
@@ -150,7 +150,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace)
// Diffuse and Specular response (used in IBL calculations)
lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
lightingData.diffuseResponse = float3(1.0, 1.0, 1.0) - lightingData.specularResponse;
// ------- Multiscatter -------
@@ -56,10 +56,10 @@ class LightingData
void LightingData::Init(float3 positionWS, float3 normal, float roughnessLinear)
{
diffuseLighting = 0;
specularLighting = 0;
translucentBackLighting = 0;
multiScatterCompensation = 1.0f;
diffuseLighting = float3(0.0, 0.0, 0.0);
specularLighting = float3(0.0, 0.0, 0.0);
translucentBackLighting = float3(0.0, 0.0, 0.0);
multiScatterCompensation = float3(1.0f, 1.0f, 1.0f);
emissiveLighting = float3(0.0f, 0.0f, 0.0f);
diffuseAmbientOcclusion = 1.0f;
specularOcclusion = 1.0f;