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Update PBRLightingUtils.glsllib
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yaRnMcDonuts authored Jan 30, 2025
1 parent 570249a commit 521be40
Showing 1 changed file with 3 additions and 2 deletions.
Original file line number Diff line number Diff line change
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#endif

#if defined(ENABLE_PBRLightingUtils_computeDirectLight) || defined(ENABLE_PBRLightingUtils_computeDirectLightContribution)

// Specular-AA
#ifdef SPECULAR_AA_SCREEN_SPACE_VARIANCE
uniform float m_SpecularAASigma;
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#endif
#ifdef STATIC_SUN_EXPOSURE
uniform float m_StaticSunIntensity;
#endif
#endif

void PBRLightingUtils_readSunLightExposureParams(inout PBRSurface surface){

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surface.exposure *= texture2D(m_SunLightExposureMap, newTexCoord;
#endif
#ifdef STATIC_SUN_EXPOSURE
surface.exposure *= m_StaticSunExposure; //single float value to indicate percentage of sunlight hitting the whole model equally (only suitable for small models or models with equal sunlight exposure accross the entire model
surface.exposure *= m_StaticSunIntensity; //single float value to indicate percentage of sunlight hitting the model (only suitable for small models or models with equal sunlight exposure accross the entire model
#endif
#ifdef USE_VERTEX_COLORS_AS_SUN_EXPOSURE
surface.exposure *= vertColors.r; // use red channel of vertexColors for non-uniform sunlighting accross a single model
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