Update leenkx/Shaders/deferred_light/deferred_light.frag.glsl

This commit is contained in:
2025-05-22 02:10:45 +00:00
parent 200af34740
commit e22b522059

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@ -240,8 +240,9 @@ void main() {
vec3 F = f0 * envBRDF.x + envBRDF.y; vec3 F = f0 * envBRDF.x + envBRDF.y;
#endif #endif
#ifndef _VoxelGI
#ifndef _VoxelAOvar #ifndef _VoxelAOvar
#ifndef _VoxelGI
// Envmap // Envmap
#ifdef _Irr #ifdef _Irr
@ -299,10 +300,11 @@ void main() {
fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff; fragColor.rgb = textureLod(voxels_diffuse, texCoord, 0.0).rgb * voxelgiDiff;
if(roughness < 1.0 && occspec.y > 0.0) if(roughness < 1.0 && occspec.y > 0.0)
fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * F * voxelgiRefl; fragColor.rgb += textureLod(voxels_specular, texCoord, 0.0).rgb * F * voxelgiRefl;
#endif #else
#ifdef _VoxelAOvar #ifdef _VoxelAOvar
fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc; fragColor.rgb = textureLod(voxels_ao, texCoord, 0.0).rgb * voxelgiOcc;
#endif
#endif #endif
// Show voxels // Show voxels