Don't blend AO with IBL in Vulkan for now

This commit is contained in:
Robert Beckebans 2021-02-26 23:17:29 +01:00
parent a12a4b8352
commit c47e3057d3
2 changed files with 9 additions and 1 deletions

View file

@ -149,8 +149,12 @@ void main( PS_IN fragment, out PS_OUT result )
//float2 screenTexCoord = vposToScreenPosTexCoord( fragment.position.xy );
float2 screenTexCoord = fragment.position.xy * rpWindowCoord.xy;
float ao = tex2D( samp4, screenTexCoord ).r;
float ao = 1.0;
#if !defined( USE_VULKAN )
ao = tex2D( samp4, screenTexCoord ).r;
//diffuseColor.rgb *= ao;
#endif
// evaluate diffuse IBL

View file

@ -516,6 +516,10 @@ idStr idRenderProgManager::StripDeadCode( const idStr& in, const char* name, con
src.AddDefine( "DEBUG_PBR" );
}
#if defined( USE_VULKAN )
src.AddDefine( "USE_VULKAN" );
#endif
// SMAA configuration
src.AddDefine( "SMAA_GLSL_3" );
src.AddDefine( "SMAA_RT_METRICS rpScreenCorrectionFactor " );