Fix: EEVEE-Next: Missing indirect light in ShaderToRGBA

Silly mistake. The lighting was not added to the right
variable.
This commit is contained in:
Clément Foucault
2023-12-11 20:24:19 +01:00
parent 73a5826bf5
commit 8ab23ea17d

View File

@@ -49,13 +49,16 @@ vec4 closure_to_rgba(Closure cl)
vec2 noise_probe = interlieved_gradient_noise(gl_FragCoord.xy, vec2(0, 1), vec2(0.0));
LightProbeSample samp = lightprobe_load(g_data.P, g_data.Ng, V);
diffuse_light += stack.cl[0].light_shadowed;
diffuse_light += lightprobe_eval(samp, g_diffuse_data, g_data.P, V, noise_probe);
reflection_light += stack.cl[1].light_shadowed;
reflection_light += lightprobe_eval(samp, g_reflection_data, g_data.P, V, noise_probe);
vec4 out_color;
out_color.rgb = g_emission;
out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight * stack.cl[0].light_shadowed;
out_color.rgb += g_reflection_data.color * g_reflection_data.weight * stack.cl[1].light_shadowed;
out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight * diffuse_light;
out_color.rgb += g_reflection_data.color * g_reflection_data.weight * reflection_light;
out_color.a = saturate(1.0 - average(g_transmittance));