Various renamings
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@@ -305,7 +305,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
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perLight.ViewSpaceBoundingSphere = Float4(viewSpaceLightBoundsOrigin, radius);
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Matrix::Transpose(view.Projection, perLight.ViewToVolumeClip);
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light.SetupLightData(&perLight.LocalLight, true);
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light.SetShaderData(perLight.LocalLight, true);
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perLight.LocalLightShadow = shadow;
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// Upload data
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@@ -366,7 +366,7 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
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perLight.ViewSpaceBoundingSphere = Float4(viewSpaceLightBoundsOrigin, radius);
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Matrix::Transpose(renderContext.View.Projection, perLight.ViewToVolumeClip);
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light.SetupLightData(&perLight.LocalLight, withShadow);
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light.SetShaderData(perLight.LocalLight, withShadow);
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// Upload data
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context->UpdateCB(cb1, &perLight);
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@@ -442,7 +442,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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{
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const auto shadowPass = ShadowsPass::Instance();
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const bool useShadow = dirLight.CastVolumetricShadow && shadowPass->LastDirLightIndex == dirLightIndex;
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dirLight.SetupLightData(&_cache.Data.DirectionalLight, useShadow);
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dirLight.SetShaderData(_cache.Data.DirectionalLight, useShadow);
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_cache.Data.DirectionalLight.Color *= brightness;
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if (useShadow)
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{
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