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