From fbd7b67e1126aeca6a21bd2eb52370a995d9d069 Mon Sep 17 00:00:00 2001 From: antonmic <56370189+antonmic@users.noreply.github.com> Date: Tue, 14 Dec 2021 15:57:23 -0800 Subject: [PATCH] added some explicit use of float3 Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com> --- .../Assets/Materials/Types/BasePBR_ForwardPass.azsl | 2 +- .../Atom/Features/PBR/Lighting/LightingData.azsli | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/Gems/Atom/Feature/Common/Assets/Materials/Types/BasePBR_ForwardPass.azsl b/Gems/Atom/Feature/Common/Assets/Materials/Types/BasePBR_ForwardPass.azsl index 1a4b386ef1..8c8c9a589d 100644 --- a/Gems/Atom/Feature/Common/Assets/Materials/Types/BasePBR_ForwardPass.azsl +++ b/Gems/Atom/Feature/Common/Assets/Materials/Types/BasePBR_ForwardPass.azsl @@ -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 ------- diff --git a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli index 878bed02d4..dbc348e54a 100644 --- a/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli +++ b/Gems/Atom/Feature/Common/Assets/ShaderLib/Atom/Features/PBR/Lighting/LightingData.azsli @@ -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;