Implemented feature: secondary light bounce for voxel radiance

This commit is contained in:
turanszkij
2017-03-10 22:24:09 +01:00
parent 4c92237c5c
commit 53865dd388
3 changed files with 4 additions and 3 deletions
@@ -19,11 +19,12 @@ void main( uint3 DTid : SV_DispatchThreadID )
{
float3 N = DecodeNormal(input_voxelscene[DTid.x].normalMask);
float3 uvw = writecoord / g_xWorld_VoxelRadianceDataRes;
float3 uvw = (float3)writecoord / (float3)g_xWorld_VoxelRadianceDataRes;
float4 radiance = ConeTraceRadiance(input_emission, uvw, N);
output[writecoord] = emission + float4(radiance.rgb, 0);
//output[writecoord] = float4(radiance.rgb, 1);
//output[writecoord] = float4(N, 1);
}
else
+1 -1
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@@ -1394,7 +1394,7 @@ GraphicsDevice_DX11::GraphicsDevice_DX11(wiWindowRegistration::window_type windo
}
UINT createDeviceFlags = 0;
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
D3D_DRIVER_TYPE driverTypes[] =
{
+1 -1
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@@ -7,7 +7,7 @@ namespace wiVersion
// minor features, major updates
const int minor = 11;
// minor bug fixes, alterations, refactors, updates
const int revision = 6;
const int revision = 7;
long GetVersion()