Merge pull request #100344 from clayjohn/refprobe-blend

Small fixups for the new reflection probe blending
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Rémi Verschelde 2024-12-13 09:48:50 +01:00 committed by GitHub
commit 691d8bee2b
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2 changed files with 16 additions and 28 deletions

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@ -1619,21 +1619,15 @@ void reflection_process(samplerCube reflection_map,
return;
}
vec3 inner_pos = abs(local_pos / box_extents);
vec3 blend_axes = vec3(0.0, 0.0, 0.0);
float blend = 0.0;
if (blend_distance != 0) {
for (int i = 0; i < 3; i++) {
float axis_blend_distance = min(blend_distance, box_extents[i]);
blend_axes[i] = (inner_pos[i] * box_extents[i]) - box_extents[i] + axis_blend_distance;
blend_axes[i] = blend_axes[i] / axis_blend_distance;
blend_axes[i] = clamp(blend_axes[i], 0.0, 1.0);
}
blend = pow((1.0 - blend_axes.x) * (1.0 - blend_axes.y) * (1.0 - blend_axes.z), 2);
blend = 1 - blend;
float blend = 1.0;
if (blend_distance != 0.0) {
vec3 axis_blend_distance = min(vec3(blend_distance), box_extents);
vec3 blend_axes = abs(local_pos) - box_extents + axis_blend_distance;
blend_axes /= axis_blend_distance;
blend_axes = clamp(1.0 - blend_axes, vec3(0.0), vec3(1.0));
blend = pow(blend_axes.x * blend_axes.y * blend_axes.z, 2.0);
}
blend = max(0.0, 1.0 - blend);
blend = clamp(blend, 0.0, 1.0);
//reflect and make local
vec3 ref_normal = normalize(reflect(vertex, normal));

View File

@ -875,21 +875,15 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
return;
}
vec3 inner_pos = abs(local_pos / box_extents);
vec3 blend_axes = vec3(0.0, 0.0, 0.0);
float blend = 0.0;
if (reflections.data[ref_index].blend_distance != 0) {
for (int i = 0; i < 3; i++) {
float axis_blend_distance = min(reflections.data[ref_index].blend_distance, box_extents[i]);
blend_axes[i] = (inner_pos[i] * box_extents[i]) - box_extents[i] + axis_blend_distance;
blend_axes[i] = blend_axes[i] / axis_blend_distance;
blend_axes[i] = clamp(blend_axes[i], 0.0, 1.0);
}
blend = pow((1.0 - blend_axes.x) * (1.0 - blend_axes.y) * (1.0 - blend_axes.z), 2);
blend = 1 - blend;
float blend = 1.0;
if (reflections.data[ref_index].blend_distance != 0.0) {
vec3 axis_blend_distance = min(vec3(reflections.data[ref_index].blend_distance), box_extents);
vec3 blend_axes = abs(local_pos) - box_extents + axis_blend_distance;
blend_axes /= axis_blend_distance;
blend_axes = clamp(1.0 - blend_axes, vec3(0.0), vec3(1.0));
blend = pow(blend_axes.x * blend_axes.y * blend_axes.z, 2.0);
}
blend = max(0.0, 1.0 - blend);
blend = clamp(blend, 0.0, 1.0);
if (reflections.data[ref_index].intensity > 0.0) { // compute reflection