Open RichardsGameStudio opened 9 years ago
In shaders/common/scatterSkyP.hlsl there are 2 lines of code which don't do anything.
float4 nightSkyColor = texCUBE( nightSky, -In.v3Direction ); nightSkyColor = lerp( nightColor, nightSkyColor, useCubemap );
float fac = dot( normalize( In.pos ), sunDir );//<== REDUNDANT? fac = max( nightInterpAndExposure.y, pow( saturate( fac ), 2 ) );//<== REDUNDANT? Out = lerp( color, nightSkyColor, nightInterpAndExposure.y );
Out.a = 1;
As far as I can see they can be removed, because fac isn't used anywhere.
Sounds good! Thanks for the tip.
In shaders/common/scatterSkyP.hlsl there are 2 lines of code which don't do anything.
float4 nightSkyColor = texCUBE( nightSky, -In.v3Direction ); nightSkyColor = lerp( nightColor, nightSkyColor, useCubemap );
float fac = dot( normalize( In.pos ), sunDir );//<== REDUNDANT? fac = max( nightInterpAndExposure.y, pow( saturate( fac ), 2 ) );//<== REDUNDANT? Out = lerp( color, nightSkyColor, nightInterpAndExposure.y );
Out.a = 1;
As far as I can see they can be removed, because fac isn't used anywhere.