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Merge branch 'master' of https://github.com/BabylonJS/Babylon.js into WebGPU

sebavan 5 lat temu
rodzic
commit
2477c4aca8

+ 8 - 4
src/Shaders/ShadersInclude/hdrFilteringFunctions.fx

@@ -121,8 +121,10 @@
 		//
 		//
 		//
 		//
 
 
-		vec3 irradiance(samplerCube inputTexture, vec3 N, vec2 filteringInfo) {
-			vec3 n = normalize(N);
+		#define inline
+		vec3 irradiance(samplerCube inputTexture, vec3 inputN, vec2 filteringInfo)
+		{
+			vec3 n = normalize(inputN);
 		    vec3 result = vec3(0.0);
 		    vec3 result = vec3(0.0);
 			vec3 tangent = abs(n.z) < 0.999 ? vec3(0., 0., 1.) : vec3(1., 0., 0.);
 			vec3 tangent = abs(n.z) < 0.999 ? vec3(0., 0., 1.) : vec3(1., 0., 0.);
 			tangent = normalize(cross(tangent, n));
 			tangent = normalize(cross(tangent, n));
@@ -168,8 +170,10 @@
 		    return result;
 		    return result;
 		}
 		}
 
 
-		vec3 radiance(float alphaG, samplerCube inputTexture, vec3 N, vec2 filteringInfo) {
-			vec3 n = normalize(N);
+		#define inline
+		vec3 radiance(float alphaG, samplerCube inputTexture, vec3 inputN, vec2 filteringInfo)
+		{
+			vec3 n = normalize(inputN);
 
 
 			if (alphaG == 0.) {
 			if (alphaG == 0.) {
 				vec3 c = textureCube(inputTexture, n).rgb;
 				vec3 c = textureCube(inputTexture, n).rgb;

+ 1 - 5
src/Shaders/ShadersInclude/pbrBlockReflection.fx

@@ -113,11 +113,7 @@
                 float requestedReflectionLOD = reflectionLOD;
                 float requestedReflectionLOD = reflectionLOD;
             #endif
             #endif
             #ifdef REALTIME_FILTERING
             #ifdef REALTIME_FILTERING
-                #ifdef LINEARSPECULARREFLECTION
-                    environmentRadiance = vec4(radiance(roughness, reflectionSampler, reflectionCoords, vReflectionFilteringInfo), 1.0);
-                #else
-                    environmentRadiance = vec4(radiance(alphaG, reflectionSampler, reflectionCoords, vReflectionFilteringInfo), 1.0);
-                #endif
+                environmentRadiance = vec4(radiance(alphaG, reflectionSampler, reflectionCoords, vReflectionFilteringInfo), 1.0);
             #else
             #else
                 environmentRadiance = sampleReflectionLod(reflectionSampler, reflectionCoords, reflectionLOD);
                 environmentRadiance = sampleReflectionLod(reflectionSampler, reflectionCoords, reflectionLOD);
             #endif
             #endif

+ 1 - 5
src/Shaders/ShadersInclude/pbrBlockSubSurface.fx

@@ -204,11 +204,7 @@ struct subSurfaceOutParams
             #endif
             #endif
 
 
             #ifdef REALTIME_FILTERING
             #ifdef REALTIME_FILTERING
-                #ifdef SS_LINEARSPECULARREFRACTION
-                    environmentRefraction = vec4(radiance(roughness, refractionSampler, refractionCoords, vRefractionFilteringInfo), 1.0);
-                #else
-                    environmentRefraction = vec4(radiance(alphaG, refractionSampler, refractionCoords, vRefractionFilteringInfo), 1.0);
-                #endif
+                environmentRefraction = vec4(radiance(alphaG, refractionSampler, refractionCoords, vRefractionFilteringInfo), 1.0);
             #else
             #else
                 environmentRefraction = sampleRefractionLod(refractionSampler, refractionCoords, requestedRefractionLOD);
                 environmentRefraction = sampleRefractionLod(refractionSampler, refractionCoords, requestedRefractionLOD);
             #endif
             #endif