clean up for pr

This commit is contained in:
Sam Gateau 2015-05-11 14:06:10 -07:00
parent 45e70c98f8
commit f2c4e04a5a
2 changed files with 10 additions and 7 deletions

View file

@ -3330,7 +3330,7 @@ void Application::displaySide(Camera& theCamera, bool selfAvatarOnly, RenderArgs
auto skyStage = DependencyManager::get<SceneScriptingInterface>()->getSkyStage();
DependencyManager::get<DeferredLightingEffect>()->setGlobalLight(skyStage->getSunLight()->getDirection(), skyStage->getSunLight()->getColor(), skyStage->getSunLight()->getIntensity(), skyStage->getSunLight()->getAmbientIntensity());
DependencyManager::get<DeferredLightingEffect>()->setGlobalAtmosphere(skyStage->getAtmosphere());
DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
// NOt yet DependencyManager::get<DeferredLightingEffect>()->setGlobalSkybox(skybox);
PROFILE_RANGE("DeferredLighting");
PerformanceTimer perfTimer("lighting");

View file

@ -17,8 +17,12 @@ uniform samplerCube skyboxMap;
vec4 evalSkyboxLight(vec3 direction, float lod) {
// vec4 skytexel = textureCube(skyboxMap, direction);
<@if GPU_TRANSFORM_PROFILE == GPU_CORE@>
vec4 skytexel = textureCubeLod(skyboxMap, direction, lod * textureQueryLevels(skyboxMap));
<@else@>
const int NUM_LEVELS = 10;
vec4 skytexel = textureCubeLod(skyboxMap, direction, lod * NUM_LEVELS);
<@endif@>
return skytexel;
}
@ -108,12 +112,11 @@ vec3 evalSkyboxGlobalColor(float shadowAttenuation, vec3 position, vec3 normal,
vec4 fragEyeVector = invViewMat * vec4(-position, 0.0);
vec3 fragEyeDir = normalize(fragEyeVector.xyz);
// vec3 color = diffuse.rgb * evalSkyboxLight(fragNormal, 0.75).xyz * getLightAmbientIntensity(light);
vec3 color = /*diffuse.rgb * */evalSkyboxLight(fragNormal, getLightAmbientIntensity(light)).xyz;
vec3 color = diffuse.rgb * evalSkyboxLight(fragNormal, 0.75).xyz * getLightAmbientIntensity(light);
vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
// vec4 shading = evalFragShading(fragNormal, -getLightDirection(light), fragEyeDir, specular, gloss);
// color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
color += vec3(diffuse + shading.rgb) * shading.w * shadowAttenuation * getLightColor(light) * getLightIntensity(light);
return color;
}