diff --git a/Content/Shaders/VolumetricFog.flax b/Content/Shaders/VolumetricFog.flax index ada01c781..fcb80e14a 100644 --- a/Content/Shaders/VolumetricFog.flax +++ b/Content/Shaders/VolumetricFog.flax @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:bbd0a53300e0ee94f8dff13b1565c4e0a1fb896de2f3ddf63acf999a0e4d50b4 -size 14287 +oid sha256:30d9f465663343d43e09deb46cc1d74fc9929d2c8b6bd6cd6e099e44fed0b377 +size 14278 diff --git a/Source/Shaders/VolumetricFog.shader b/Source/Shaders/VolumetricFog.shader index 421ad7857..2ed806e33 100644 --- a/Source/Shaders/VolumetricFog.shader +++ b/Source/Shaders/VolumetricFog.shader @@ -229,7 +229,7 @@ float4 PS_InjectLight(Quad_GS2PS input) : SV_Target0 float distanceBias = max(cellRadius * InverseSquaredLightDistanceBiasScale, 1); // Calculate the light attenuation - GetRadialLightAttenuation(LocalLight, isSpotLight, positionWS, float3(0, 0, 1), distanceBias * distanceBias, toLight, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation); + GetRadialLightAttenuation(LocalLight, isSpotLight, positionWS, float3(0, 0, 1), distanceBias * distanceBias, L, NoL, distanceAttenuation, lightRadiusMask, spotAttenuation); float combinedAttenuation = distanceAttenuation * lightRadiusMask * spotAttenuation; // Peek the shadow