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Fix swapped variable names
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sergcpp committed Jun 25, 2024
1 parent 326a0a4 commit 6e1d01f
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Showing 7 changed files with 26 additions and 26 deletions.
6 changes: 3 additions & 3 deletions internal/RendererGPU_kernels.h
Original file line number Diff line number Diff line change
Expand Up @@ -866,9 +866,9 @@ inline void Ray::NS::Renderer::kernel_ShadeSky(CommandBuffer cmd_buf, const pass
uniform_params.light_col[3] = cosf(l.dir.angle);
if (l.dir.angle != 0.0f) {
const float radius = tanf(l.dir.angle);
uniform_params.light_col[0] *= (PI * radius * radius);
uniform_params.light_col[1] *= (PI * radius * radius);
uniform_params.light_col[2] *= (PI * radius * radius);
uniform_params.light_col_point[0] *= (PI * radius * radius);
uniform_params.light_col_point[1] *= (PI * radius * radius);
uniform_params.light_col_point[2] *= (PI * radius * radius);
}

DispatchComputeIndirect(cmd_buf, pi_shade_sky_, indir_args,
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6 changes: 3 additions & 3 deletions internal/SceneGPU.h
Original file line number Diff line number Diff line change
Expand Up @@ -1663,9 +1663,9 @@ inline std::vector<Ray::color_rgba8_t> Ray::NS::Scene::CalcSkyEnvTexture(const a
uniform_params.light_col[3] = cosf(l.dir.angle);
if (l.dir.angle != 0.0f) {
const float radius = tanf(l.dir.angle);
uniform_params.light_col[0] *= (PI * radius * radius);
uniform_params.light_col[1] *= (PI * radius * radius);
uniform_params.light_col[2] *= (PI * radius * radius);
uniform_params.light_col_point[0] *= (PI * radius * radius);
uniform_params.light_col_point[1] *= (PI * radius * radius);
uniform_params.light_col_point[2] *= (PI * radius * radius);
}

DispatchCompute(cmd_buf, pi_bake_sky_, grp_count, bindings, &uniform_params, sizeof(uniform_params),
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6 changes: 3 additions & 3 deletions internal/shaders/output/bake_sky.comp.cso.inl

Large diffs are not rendered by default.

6 changes: 3 additions & 3 deletions internal/shaders/output/bake_sky.comp.spv.inl

Large diffs are not rendered by default.

6 changes: 3 additions & 3 deletions internal/shaders/output/shade_sky.comp.cso.inl

Large diffs are not rendered by default.

6 changes: 3 additions & 3 deletions internal/shaders/output/shade_sky.comp.spv.inl

Large diffs are not rendered by default.

16 changes: 8 additions & 8 deletions internal/shaders/shade_sky.comp.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -257,7 +257,7 @@ vec3 IntegrateScatteringMain(const vec3 ray_start, const vec3 ray_dir, float ray
const vec3 multiscattered_lum = textureLod(g_multiscatter_lut, uv2, 0.0).xyz;

const vec3 phase_times_scattering = medium.scattering_ray * phase_r + medium.scattering_mie * phase_m;
S += (planet_shadow * light_transmittance * phase_times_scattering + multiscattered_lum * medium.scattering) * g_params.light_col.xyz;
S += (planet_shadow * light_transmittance * phase_times_scattering + multiscattered_lum * medium.scattering) * g_params.light_col_point.xyz;
} else if (g_atmosphere_params.moon_radius > 0.0) {
// moon reflection contribution (totally fake)
const float view_zenith_cos_angle = dot(g_atmosphere_params.moon_dir.xyz, up_vector);
Expand All @@ -269,7 +269,7 @@ vec3 IntegrateScatteringMain(const vec3 ray_start, const vec3 ray_dir, float ray
const vec3 multiscattered_lum = textureLod(g_multiscatter_lut, uv2, 0.0).xyz;

const vec3 phase_times_scattering = medium.scattering_ray * moon_phase_r + medium.scattering_mie * moon_phase_m;
S += SKY_MOON_SUN_RELATION * (light_transmittance * phase_times_scattering + multiscattered_lum * medium.scattering) * g_params.light_col.xyz;
S += SKY_MOON_SUN_RELATION * (light_transmittance * phase_times_scattering + multiscattered_lum * medium.scattering) * g_params.light_col_point.xyz;
}

// 1 is the integration of luminance over the 4pi of a sphere, and assuming an isotropic phase function
Expand Down Expand Up @@ -298,7 +298,7 @@ vec3 IntegrateScatteringMain(const vec3 ray_start, const vec3 ray_dir, float ray
const vec2 uv = LutTransmittanceParamsToUv(local_height + g_atmosphere_params.planet_radius, view_zenith_cos_angle);
const vec3 light_transmittance = textureLod(g_trasmittance_lut, uv, 0.0).xyz;
radiance += g_atmosphere_params.ground_albedo.xyz * saturate(dot(up_vector, g_params.light_dir.xyz)) *
inout_transmittance * light_transmittance * g_params.light_col.xyz;
inout_transmittance * light_transmittance * g_params.light_col_point.xyz;
}

return radiance;
Expand Down Expand Up @@ -434,7 +434,7 @@ vec3 IntegrateScattering(vec3 ray_start, const vec3 ray_dir, float ray_length, u
const float moon_costh = dot(ray_dir, moon_dir);
const vec3 moon_phase_w = PhaseWrenninge(moon_costh);

const float light_brightness = g_params.light_col.x + g_params.light_col.y + g_params.light_col.z;
const float light_brightness = g_params.light_col_point.x + g_params.light_col_point.y + g_params.light_col_point.z;

vec3 total_radiance = vec3(0.0), total_transmittance = vec3(1.0);

Expand Down Expand Up @@ -540,7 +540,7 @@ vec3 IntegrateScattering(vec3 ray_start, const vec3 ray_dir, float ray_length, u
float cloud_blend = linstep(SKY_CLOUDS_HORIZON_CUTOFF + 0.25, SKY_CLOUDS_HORIZON_CUTOFF, ray_dir.y);
cloud_blend = 1.0 - pow(cloud_blend, 5.0);

total_radiance += cloud_blend * clouds * g_params.light_col.xyz;
total_radiance += cloud_blend * clouds * g_params.light_col_point.xyz;
total_transmittance = mix(transmittance_before, total_transmittance, cloud_blend);
}
}
Expand Down Expand Up @@ -586,10 +586,10 @@ vec3 IntegrateScattering(vec3 ray_start, const vec3 ray_dir, float ray_length, u
}

if (g_params.light_dir.y > -0.025) {
total_radiance += total_transmittance * GetLightEnergy(0.002, dC, phase_w) * light_transmittance * dC * g_params.light_col.xyz;
total_radiance += total_transmittance * GetLightEnergy(0.002, dC, phase_w) * light_transmittance * dC * g_params.light_col_point.xyz;
} else if (g_atmosphere_params.moon_radius > 0.0) {
total_radiance += SKY_MOON_SUN_RELATION * total_transmittance * GetLightEnergy(0.002, dC, moon_phase_w) *
moon_transmittance * dC * g_params.light_col.xyz;
moon_transmittance * dC * g_params.light_col_point.xyz;
}
total_transmittance *= exp(-dC * 0.002 * 1000.0);
}
Expand Down Expand Up @@ -618,7 +618,7 @@ vec3 IntegrateScattering(vec3 ray_start, const vec3 ray_dir, float ray_length, u
if (g_params.light_dir.w > 0.0 && planet_intersection.x < 0.0 && light_brightness > 0.0) {
const float cos_theta = g_params.light_col.w;
const vec3 sun_disk = total_transmittance * smoothstep(cos_theta - SKY_SUN_BLEND_VAL, cos_theta + SKY_SUN_BLEND_VAL, costh);
total_radiance += sun_disk * g_params.light_col_point.xyz;
total_radiance += sun_disk * g_params.light_col.xyz;
}

//
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