Currently, we compute it in both irradiance and env filter shaders when we could just compute it once in the light mapping shader and pass it through the blue channel since neither of the distance squared values are used any more. Doing so should make the rendering a bit more efficient.
Currently, we compute it in both irradiance and env filter shaders when we could just compute it once in the light mapping shader and pass it through the blue channel since neither of the distance squared values are used any more. Doing so should make the rendering a bit more efficient.