Various renamings
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@@ -961,7 +961,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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PROFILE_GPU_CPU_NAMED("Directional Light");
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const bool useShadow = CanRenderShadow(renderContext.View, light);
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// TODO: test perf/quality when using Shadow Map for directional light (ShadowsPass::Instance()->LastDirLightShadowMap) instead of Global SDF trace
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light.SetupLightData(&data.Light, useShadow);
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light.SetShaderData(data.Light, useShadow);
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data.Light.Color *= light.IndirectLightingIntensity;
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data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
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context->UpdateCB(_cb0, &data);
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@@ -994,7 +994,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Draw draw light
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PROFILE_GPU_CPU_NAMED("Point Light");
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const bool useShadow = CanRenderShadow(renderContext.View, light);
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light.SetupLightData(&data.Light, useShadow);
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light.SetShaderData(data.Light, useShadow);
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data.Light.Color *= light.IndirectLightingIntensity;
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data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
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context->UpdateCB(_cb0, &data);
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@@ -1027,7 +1027,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Draw draw light
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PROFILE_GPU_CPU_NAMED("Spot Light");
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const bool useShadow = CanRenderShadow(renderContext.View, light);
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light.SetupLightData(&data.Light, useShadow);
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light.SetShaderData(data.Light, useShadow);
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data.Light.Color *= light.IndirectLightingIntensity;
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data.LightShadowsStrength = 1.0f - light.ShadowsStrength;
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context->UpdateCB(_cb0, &data);
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