Fix: EEVEE-Next: Missing indirect light in ShaderToRGBA
Silly mistake. The lighting was not added to the right variable.
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@@ -49,13 +49,16 @@ vec4 closure_to_rgba(Closure cl)
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vec2 noise_probe = interlieved_gradient_noise(gl_FragCoord.xy, vec2(0, 1), vec2(0.0));
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LightProbeSample samp = lightprobe_load(g_data.P, g_data.Ng, V);
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diffuse_light += stack.cl[0].light_shadowed;
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diffuse_light += lightprobe_eval(samp, g_diffuse_data, g_data.P, V, noise_probe);
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reflection_light += stack.cl[1].light_shadowed;
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reflection_light += lightprobe_eval(samp, g_reflection_data, g_data.P, V, noise_probe);
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vec4 out_color;
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out_color.rgb = g_emission;
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out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight * stack.cl[0].light_shadowed;
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out_color.rgb += g_reflection_data.color * g_reflection_data.weight * stack.cl[1].light_shadowed;
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out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight * diffuse_light;
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out_color.rgb += g_reflection_data.color * g_reflection_data.weight * reflection_light;
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out_color.a = saturate(1.0 - average(g_transmittance));
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