added some explicit use of float3
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
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@@ -150,7 +150,7 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace)
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// Diffuse and Specular response (used in IBL calculations)
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lightingData.specularResponse = FresnelSchlickWithRoughness(lightingData.NdotV, surface.specularF0, surface.roughnessLinear);
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lightingData.diffuseResponse = 1.0 - lightingData.specularResponse;
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lightingData.diffuseResponse = float3(1.0, 1.0, 1.0) - lightingData.specularResponse;
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// ------- Multiscatter -------
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+4
-4
@@ -56,10 +56,10 @@ class LightingData
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void LightingData::Init(float3 positionWS, float3 normal, float roughnessLinear)
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{
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diffuseLighting = 0;
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specularLighting = 0;
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translucentBackLighting = 0;
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multiScatterCompensation = 1.0f;
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diffuseLighting = float3(0.0, 0.0, 0.0);
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specularLighting = float3(0.0, 0.0, 0.0);
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translucentBackLighting = float3(0.0, 0.0, 0.0);
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multiScatterCompensation = float3(1.0f, 1.0f, 1.0f);
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emissiveLighting = float3(0.0f, 0.0f, 0.0f);
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diffuseAmbientOcclusion = 1.0f;
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specularOcclusion = 1.0f;
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