mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-02-13 07:31:04 +00:00
Re-enable ray query in the shader
This commit is contained in:
parent
f1775ee64b
commit
0f08a0f511
1 changed files with 1 additions and 2 deletions
|
@ -352,7 +352,7 @@ float shadowAttenuation(vec4 lightpos, float lightcolorA)
|
||||||
vec3 origin = pixelpos.xyz;
|
vec3 origin = pixelpos.xyz;
|
||||||
vec3 direction = normalize(lightpos.xyz - pixelpos.xyz);
|
vec3 direction = normalize(lightpos.xyz - pixelpos.xyz);
|
||||||
float lightDistance = distance(pixelpos.xyz, lightpos.xyz);
|
float lightDistance = distance(pixelpos.xyz, lightpos.xyz);
|
||||||
/*
|
|
||||||
rayQueryEXT rayQuery;
|
rayQueryEXT rayQuery;
|
||||||
rayQueryInitializeEXT(rayQuery, TopLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, 0.01f, direction, lightDistance);
|
rayQueryInitializeEXT(rayQuery, TopLevelAS, gl_RayFlagsTerminateOnFirstHitEXT, 0xFF, origin, 0.01f, direction, lightDistance);
|
||||||
|
|
||||||
|
@ -364,7 +364,6 @@ float shadowAttenuation(vec4 lightpos, float lightcolorA)
|
||||||
{
|
{
|
||||||
return 0.0;
|
return 0.0;
|
||||||
}
|
}
|
||||||
*/
|
|
||||||
|
|
||||||
return 1.0;
|
return 1.0;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue