From fbd95c3e537f268de38f7e37672d66216b290132 Mon Sep 17 00:00:00 2001 From: William Deurwaarder Date: Tue, 12 Oct 2021 23:25:45 +0200 Subject: [PATCH] GPULightmapper: process rays to sky in all bounces as active Before this change only rays to the sky (RAY_MISS) in the first bounce were processed as active rays. This caused artifacts, areas were too light, when more than one bounce were processed. Now rays to the sky are processed as active rays for all bounces. --- modules/lightmapper_rd/lm_compute.glsl | 22 ++++++++++++---------- 1 file changed, 12 insertions(+), 10 deletions(-) diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl index 25b334c5ebf6..45b8ddab65ac 100644 --- a/modules/lightmapper_rd/lm_compute.glsl +++ b/modules/lightmapper_rd/lm_compute.glsl @@ -420,20 +420,22 @@ void main() { light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb; active_rays += 1.0; - } else if (trace_result == RAY_MISS && params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce - // Did not hit a triangle, reach out for the sky - vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); + } else if (trace_result == RAY_MISS) { + if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce + // Did not hit a triangle, reach out for the sky + vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir); - vec2 st = vec2( - atan(sky_dir.x, sky_dir.z), - acos(sky_dir.y)); + vec2 st = vec2( + atan(sky_dir.x, sky_dir.z), + acos(sky_dir.y)); - if (st.x < 0.0) - st.x += PI * 2.0; + if (st.x < 0.0) + st.x += PI * 2.0; - st /= vec2(PI * 2.0, PI); + st /= vec2(PI * 2.0, PI); - light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; + light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb; + } active_rays += 1.0; }