@@ -12,10 +12,12 @@ cbuffer cbEnvMapRenderAttribs
1212{
1313 ToneMappingAttribs g_ToneMappingAttribs;
1414
15- float AverageLogLum ;
16- float MipLevel ;
17- float Alpha ;
15+ float g_AverageLogLum ;
16+ float g_MipLevel ;
17+ float g_Alpha ;
1818 float Unusued2;
19+
20+ float4 g_Scale;
1921}
2022
2123#if ENV_MAP_TYPE == ENV_MAP_TYPE_CUBE
@@ -25,12 +27,12 @@ Texture2D EnvMap;
2527#endif
2628SamplerState EnvMap_sampler;
2729
28- float3 SampleEnvrionmentMap(float3 R, float MipLevel )
30+ float3 SampleEnvrionmentMap(float3 R, float g_MipLevel )
2931{
3032#if ENV_MAP_TYPE == ENV_MAP_TYPE_CUBE
31- return EnvMap.SampleLevel(EnvMap_sampler, R, MipLevel ).rgb;
33+ return EnvMap.SampleLevel(EnvMap_sampler, R, g_MipLevel ).rgb;
3234#elif ENV_MAP_TYPE == ENV_MAP_TYPE_SPHERE
33- return EnvMap.SampleLevel(EnvMap_sampler, TransformDirectionToSphereMapUV(R), MipLevel ).rgb;
35+ return EnvMap.SampleLevel(EnvMap_sampler, TransformDirectionToSphereMapUV(R), g_MipLevel ).rgb;
3436#endif
3537}
3638
@@ -44,10 +46,10 @@ SampleEnvMapOutput SampleEnvMap(in float4 ClipPos)
4446{
4547 float4 WorldPos = mul(ClipPos, g_Camera.mViewProjInv);
4648 float3 Direction = WorldPos.xyz / WorldPos.w - g_Camera.f4Position.xyz;
47- float3 Color = SampleEnvrionmentMap(normalize(Direction), MipLevel) ;
49+ float3 Color = SampleEnvrionmentMap(normalize(Direction), g_MipLevel) * g_Scale.rgb ;
4850
4951#if TONE_MAPPING_MODE > TONE_MAPPING_MODE_NONE
50- Color.rgb = ToneMap(Color.rgb, g_ToneMappingAttribs, AverageLogLum );
52+ Color.rgb = ToneMap(Color.rgb, g_ToneMappingAttribs, g_AverageLogLum );
5153#endif
5254
5355#if CONVERT_OUTPUT_TO_SRGB
@@ -63,7 +65,7 @@ SampleEnvMapOutput SampleEnvMap(in float4 ClipPos)
6365#endif
6466
6567 SampleEnvMapOutput Output;
66- Output.Color = float4(Color.rgb, Alpha );
68+ Output.Color = float4(Color.rgb, g_Alpha );
6769 Output.MotionVector = MotionVector;
6870 return Output;
6971}
0 commit comments