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Negate light direction in CPU constants, don't do it on the GPU
1 parent e302029 commit cc58213

2 files changed

Lines changed: 3 additions & 3 deletions

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data/Shaders/system/lighting.hlsli

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -187,7 +187,7 @@ LightingResult computeDirectLighting(ViewConstants _viewConstants, float3 _eyePo
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DirectionalLightConstants directional = lights.Load<DirectionalLightConstants>(offset);
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offset += sizeof(DirectionalLightConstants);
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190-
float3 lightDir = -directional.getDirection();
190+
float3 lightDir = directional.getDirection();
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float3 Li = normalize(lightDir);
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float cosLi = max(0.0f, dot(_worldNormal, Li));
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@@ -257,7 +257,7 @@ LightingResult computeDirectLighting(ViewConstants _viewConstants, float3 _eyePo
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shadow = 1.0f - ((1.0f-shadow) * si);
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260-
#ifdef _TOOLMODE
260+
#if !_RAYTRACING && _TOOLMODE
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if (DisplayMode::Lighting_DirectionalShadow == _viewConstants.getDisplayMode())
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{
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if (all(saturate(shadowUV) == shadowUV))

src/renderer/RenderPass/Update/ViewConstants/ViewConstantsUpdatePass.hpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -235,7 +235,7 @@ namespace vg::renderer
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DirectionalLightConstants * constants = (DirectionalLightConstants *)(data + offset);
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constants->setColor(directional->getColor().rgb * directional->getIntensity());
238-
constants->setDirection(directional->getGlobalMatrix()[2].xyz);
238+
constants->setDirection(-directional->getGlobalMatrix()[2].xyz);
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constants->setShadowBias(directional->m_shadowBias);
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constants->setShadowInstensity(directional->m_shadowIntensity);
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