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Simplify pbr function call
1 parent ab0559b commit 948fc23

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effects/terrain.fx

Lines changed: 6 additions & 6 deletions
Original file line numberDiff line numberDiff line change
@@ -504,12 +504,12 @@ float GeometrySmith(float3 n, float nDotV, float3 l, float roughness)
504504
return gs1 * gs2;
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}
506506

507-
float3 PBR(VS_OUTPUT inV, float4 position, float3 albedo, float3 n, float roughness, float waterDepth) {
507+
float3 PBR(VS_OUTPUT inV, float3 albedo, float3 n, float roughness, float waterDepth) {
508508
// See https://blog.selfshadow.com/publications/s2013-shading-course/
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510510
float shadow = 1;
511511
if (ShadowsEnabled == 1) {
512-
float terrainShadow = tex2D(UpperAlbedoSampler, position.xy).w; // 1 where sun is, 0 where shadow is
512+
float terrainShadow = tex2D(UpperAlbedoSampler, TerrainScale * inV.mTexWT).w; // 1 where sun is, 0 where shadow is
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shadow = tex2D(ShadowSampler, inV.mShadow.xy).g; // 1 where sun is, 0 where shadow is
514514
shadow *= terrainShadow;
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}
@@ -1352,7 +1352,7 @@ float4 DecalsPS( VS_OUTPUT inV, uniform bool inShadows) : COLOR
13521352
float3 color;
13531353
// We want the decals to behave consistently with the rest of the ground
13541354
if (ShaderUsesPbrRendering()) {
1355-
color = PBR(inV, TerrainScale * inV.mTexWT, decalAlbedo.rgb, normal, 1-decalSpec.r, waterDepth);
1355+
color = PBR(inV, decalAlbedo.rgb, normal, 1-decalSpec.r, waterDepth);
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} else {
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color = CalculateLighting(normal, inV.mTexWT.xyz, decalAlbedo.xyz, decalSpec.r, waterDepth, inV.mShadow, inShadows).xyz;
13581358
}
@@ -2037,7 +2037,7 @@ float4 TerrainPBRAlbedoPS ( VS_OUTPUT inV) : COLOR
20372037
float roughness = saturate(albedo.a * mask1.w * 2 + 0.01);
20382038

20392039
float waterDepth = tex2D(UpperAlbedoSampler, position.xy).b;
2040-
float3 color = PBR(inV, position, albedo, normal, roughness, waterDepth);
2040+
float3 color = PBR(inV, albedo, normal, roughness, waterDepth);
20412041
color = ApplyWaterColor(-1 * inV.mViewDirection, inV.mTexWT.z, waterDepth, color);
20422042

20432043
return float4(color, 0.01f);
@@ -2631,7 +2631,7 @@ float4 Terrain101AlbedoPS ( VS_OUTPUT inV, uniform bool halfRange ) : COLOR
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float roughness = saturate(albedo.a * mask1.w * 2 + 0.01);
26322632

26332633
float waterDepth = tex2D(UpperAlbedoSampler, position.xy).b;
2634-
float3 color = PBR(inV, position, albedo, normal, roughness, waterDepth);
2634+
float3 color = PBR(inV, albedo, normal, roughness, waterDepth);
26352635
color = ApplyWaterColor(-1 * inV.mViewDirection, inV.mTexWT.z, waterDepth, color);
26362636

26372637
return float4(color, 0.01f);
@@ -2816,7 +2816,7 @@ float4 Terrain301AlbedoPS ( VS_OUTPUT inV, uniform bool halfRange ) : COLOR
28162816
float roughness = saturate(albedo.a * mask1.w * 2 + 0.01);
28172817

28182818
float waterDepth = tex2D(UpperAlbedoSampler, position.xy).b;
2819-
float3 color = PBR(inV, position, albedo, normal, roughness, waterDepth);
2819+
float3 color = PBR(inV, albedo, normal, roughness, waterDepth);
28202820
color = ApplyWaterColor(-1 * inV.mViewDirection, inV.mTexWT.z, waterDepth, color);
28212821

28222822
return float4(color, 0.01f);

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