diff --git a/build/engine/shaders/lighting/lighting_blend.ps b/build/engine/shaders/lighting/lighting_blend.ps index 2a20df7dddd5cc6ca1a122e0eb3d8d94ce2961e5..2c2494c4977d0daebd4525ef283210ed4a517117 100644 --- a/build/engine/shaders/lighting/lighting_blend.ps +++ b/build/engine/shaders/lighting/lighting_blend.ps @@ -129,9 +129,13 @@ float3 GetPixelSkyLight(float3 vPosition, float3 vNormalPixel) // float g = max(0.0f, dot(SHintensity, g_vSkyBoxLights[0][0][0][1])); // float b = max(0.0f, dot(SHintensity, g_vSkyBoxLights[0][0][0][2])); - float r = max(0.0f, dot(SHintensity, g_txSkylightR.Sample(g_sLinearClamp, vTexCoord))); - float g = max(0.0f, dot(SHintensity, g_txSkylightG.Sample(g_sLinearClamp, vTexCoord))); - float b = max(0.0f, dot(SHintensity, g_txSkylightB.Sample(g_sLinearClamp, vTexCoord))); + // float r = max(0.0f, dot(SHintensity, g_txSkylightR.Sample(g_sLinearClamp, vTexCoord))); + // float g = max(0.0f, dot(SHintensity, g_txSkylightG.Sample(g_sLinearClamp, vTexCoord))); + // float b = max(0.0f, dot(SHintensity, g_txSkylightB.Sample(g_sLinearClamp, vTexCoord))); + + float r = max(0.0f, dot(SHintensity, g_txSkylightR.Load((int4)0))); + float g = max(0.0f, dot(SHintensity, g_txSkylightG.Load((int4)0))); + float b = max(0.0f, dot(SHintensity, g_txSkylightB.Load((int4)0))); return(float3(r, g, b) / PI); }