mirror of
https://github.com/ZDoom/ZDRay.git
synced 2025-01-24 08:41:06 +00:00
Fix ambient occlusion pass not considering sky as a miss
This commit is contained in:
parent
443d447fcb
commit
04d8aabc92
1 changed files with 10 additions and 1 deletions
|
@ -28,7 +28,16 @@ layout(set = 0, binding = 6) buffer SurfaceBuffer { SurfaceInfo surfaces[]; };
|
|||
|
||||
void main()
|
||||
{
|
||||
payload.hitAttenuation = gl_HitTEXT;
|
||||
SurfaceInfo surface = surfaces[surfaceIndices[gl_PrimitiveID]];
|
||||
|
||||
if(surface.Sky > 0.0)
|
||||
{
|
||||
payload.hitAttenuation = 100000.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
payload.hitAttenuation = gl_HitTEXT;
|
||||
}
|
||||
}
|
||||
|
||||
)glsl";
|
||||
|
|
Loading…
Reference in a new issue