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GLTF Viewer and Tutorial 27: set IBL scale as float4
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2 files changed

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-2
lines changed

2 files changed

+2
-2
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Samples/GLTFViewer/src/GLTFViewer.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1239,7 +1239,7 @@ void GLTFViewer::Render()
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Renderer.AverageLogLum = m_ShaderAttribs.AverageLogLum;
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Renderer.MiddleGray = m_ShaderAttribs.MiddleGray;
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Renderer.WhitePoint = m_ShaderAttribs.WhitePoint;
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Renderer.IBLScale = m_ShaderAttribs.IBLScale;
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Renderer.IBLScale = float4{m_ShaderAttribs.IBLScale};
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Renderer.HighlightColor = m_ShaderAttribs.HighlightColor;
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Renderer.UnshadedColor = m_ShaderAttribs.WireframeColor;
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Renderer.PointSize = 1;

Tutorials/Tutorial27_PostProcessing/src/Tutorial27_PostProcessing.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -202,7 +202,7 @@ void Tutorial27_PostProcessing::Initialize(const SampleInitInfo& InitInfo)
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m_ShaderSettings = std::make_unique<ShaderSettings>();
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m_ShaderSettings->PBRRenderParams.OcclusionStrength = 1.0f;
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m_ShaderSettings->PBRRenderParams.IBLScale = 1.0f;
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m_ShaderSettings->PBRRenderParams.IBLScale = float4{1.0f};
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m_ShaderSettings->PBRRenderParams.AverageLogLum = 0.2f;
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m_ShaderSettings->PBRRenderParams.WhitePoint = HLSL::ToneMappingAttribs{}.fWhitePoint;
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m_ShaderSettings->PBRRenderParams.MiddleGray = HLSL::ToneMappingAttribs{}.fMiddleGray;

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