From 55c015de4b41e65cec5dba958f7f6b6d1e261d97 Mon Sep 17 00:00:00 2001 From: Wojciech Figat Date: Wed, 8 Dec 2021 16:53:31 +0100 Subject: [PATCH] Fix VolumetricFog regression from 4b9001abf2f3fb15a3451da454f4747d77ee5e4b --- Content/Shaders/VolumetricFog.flax | 4 ++-- Source/Shaders/VolumetricFog.shader | 2 +- 2 files changed, 3 insertions(+), 3 deletions(-) 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