diff --git a/Source/Shaders/GI/DDGI.shader b/Source/Shaders/GI/DDGI.shader index ec576ede2..ab29d23d5 100644 --- a/Source/Shaders/GI/DDGI.shader +++ b/Source/Shaders/GI/DDGI.shader @@ -465,7 +465,7 @@ void PS_IndirectLighting(Quad_VS2PS input, out float4 output : SV_Target0) // Calculate lighting float3 diffuseColor = GetDiffuseColor(gBuffer); float3 diffuse = Diffuse_Lambert(diffuseColor); - output = float4(diffuse * irradiance, 1); + output = float4(diffuse * irradiance * gBuffer.AO, 1); } #endif diff --git a/Source/Shaders/GI/GlobalSurfaceAtlas.shader b/Source/Shaders/GI/GlobalSurfaceAtlas.shader index 4491efabd..194375636 100644 --- a/Source/Shaders/GI/GlobalSurfaceAtlas.shader +++ b/Source/Shaders/GI/GlobalSurfaceAtlas.shader @@ -126,7 +126,7 @@ float4 PS_Lighting(AtlasVertexOutput input) : SV_Target float3 diffuseColor = GetDiffuseColor(gBuffer); diffuseColor = min(diffuseColor, 0.9f); // Nothing reflects diffuse like perfectly in the real world (ensure to have energy loss at each light bounce) float3 diffuse = Diffuse_Lambert(diffuseColor); - float4 light = float4(diffuse * irradiance, 1); + float4 light = float4(diffuse * irradiance * gBuffer.AO, 1); #else // Calculate shadowing float3 L = Light.Direction;