Merge pull request #8782 from samcake/yellow

Fixing the key light pass with ambient map
This commit is contained in:
Brad Hefta-Gaub 2016-10-11 16:03:24 -07:00 committed by GitHub
commit 3054311d60

View file

@ -478,6 +478,8 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
// Setup the global directional pass pipeline
{
if (deferredLightingEffect->_shadowMapEnabled) {
// If the keylight has an ambient Map then use the Skybox version of the pass
// otherwise use the ambient sphere version
if (keyLight->getAmbientMap()) {
program = deferredLightingEffect->_directionalSkyboxLightShadow;
locations = deferredLightingEffect->_directionalSkyboxLightShadowLocations;
@ -486,11 +488,11 @@ void RenderDeferredSetup::run(const render::SceneContextPointer& sceneContext, c
locations = deferredLightingEffect->_directionalAmbientSphereLightShadowLocations;
}
} else {
// If the keylight has an ambient Map then use the Skybox version of the pass
// otherwise use the ambient sphere version
if (keyLight->getAmbientMap()) {
program = deferredLightingEffect->_directionalAmbientSphereLight;
locations = deferredLightingEffect->_directionalAmbientSphereLightLocations;
//program = deferredLightingEffect->_directionalSkyboxLight;
//locations = deferredLightingEffect->_directionalSkyboxLightLocations;
program = deferredLightingEffect->_directionalSkyboxLight;
locations = deferredLightingEffect->_directionalSkyboxLightLocations;
} else {
program = deferredLightingEffect->_directionalAmbientSphereLight;
locations = deferredLightingEffect->_directionalAmbientSphereLightLocations;