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Fix ambient occlusion pass not considering sky as a miss
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1 changed files with 10 additions and 1 deletions
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@ -28,7 +28,16 @@ layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
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void main()
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void main()
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{
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{
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payload.hitAttenuation = gl_HitTEXT;
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SurfaceInfo surface = surfaces[surfaceIndices[gl_PrimitiveID]];
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if(surface.Sky > 0.0)
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{
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payload.hitAttenuation = 100000.0;
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}
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else
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{
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payload.hitAttenuation = gl_HitTEXT;
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}
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}
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}
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)glsl";
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)glsl";
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