From 22bc9a8591ec44522c2758b14c98753792eba420 Mon Sep 17 00:00:00 2001 From: datacrystals Date: Tue, 21 Jun 2022 04:13:43 +0000 Subject: [PATCH] Implement Point Light Shadows (#215) --- Source/EditorAssets/Projects/DefaultProject/10041.ERS | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/EditorAssets/Projects/DefaultProject/10041.ERS b/Source/EditorAssets/Projects/DefaultProject/10041.ERS index d48e858356..810c58440d 100644 --- a/Source/EditorAssets/Projects/DefaultProject/10041.ERS +++ b/Source/EditorAssets/Projects/DefaultProject/10041.ERS @@ -393,7 +393,7 @@ float ShadowCalculation(STRUCT_PointLight Light) float bias = 0.05; // we use a much larger bias since depth is now in [near_plane, far_plane] range float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0; // display closestDepth as debug (to visualize depth cubemap) - FragColor = vec4(vec3(closestDepth / Light.MaxDistance), 1.0); + // FragColor = vec4(vec3(closestDepth / Light.MaxDistance), 1.0); return 1.0f - shadow; } @@ -587,7 +587,7 @@ void main() { // Apply Gamma Correction if (HDREnabled_) { vec3 Mapped = vec3(1.0f) - exp(-Color.xyz * Exposure_); - //FragColor = GammaCorrectResult(vec4(Mapped, 1.0f), GammaCorrectionEnabled_); + FragColor = GammaCorrectResult(vec4(Mapped, 1.0f), GammaCorrectionEnabled_); } else { FragColor = GammaCorrectResult(Color, GammaCorrectionEnabled_); }