@@ -355,7 +355,7 @@ struct PSOutput
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float4 BaseColor : SV_Target2;
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float4 MaterialData : SV_Target3;
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float4 MotionVec : SV_Target4;
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- float4 IBL : SV_Target5;
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+ float4 SpecularIBL : SV_Target5;
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};
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)" ;
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@@ -367,15 +367,15 @@ struct PSOutput
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PSOut.Normal = float4(0.0, 0.0, 0.0, 0.0);
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PSOut.MaterialData = float4(0.0, 0.0, 0.0, 0.0);
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PSOut.BaseColor = float4(0.0, 0.0, 0.0, 0.0);
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- PSOut.IBL = float4(0.0, 0.0, 0.0, 0.0);
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+ PSOut.SpecularIBL = float4(0.0, 0.0, 0.0, 0.0);
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}
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# else
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{
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PSOut.Color = OutColor;
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PSOut.Normal.xyz = Shading.BaseLayer.Normal.xyz;
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PSOut.MaterialData.xyz = float3(Shading.BaseLayer.Srf.PerceptualRoughness, Shading.BaseLayer.Metallic, 0.0);
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PSOut.BaseColor.xyz = BaseColor.xyz;
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- PSOut.IBL .xyz = GetBaseLayerIBL (Shading, SrfLighting);
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+ PSOut.SpecularIBL .xyz = GetBaseLayerSpecularIBL (Shading, SrfLighting);
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# if ENABLE_CLEAR_COAT
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{
@@ -391,8 +391,8 @@ struct PSOutput
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// Note that the base layer IBL is weighted by (1.0 - Shading.Clearcoat.Factor * ClearcoatFresnel).
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// Here we are weighting it by (1.0 - Shading.Clearcoat.Factor), which is always smaller,
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// so when we subtract the IBL, it can never be negative.
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- PSOut.IBL .xyz = lerp(
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- PSOut.IBL .xyz,
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+ PSOut.SpecularIBL .xyz = lerp(
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+ PSOut.SpecularIBL .xyz,
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GetClearcoatIBL(Shading, SrfLighting),
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Shading.Clearcoat.Factor);
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}
@@ -401,7 +401,7 @@ struct PSOutput
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// Blend material data and IBL with background
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PSOut.BaseColor = float4(PSOut.BaseColor.xyz * BaseColor.a, BaseColor.a);
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PSOut.MaterialData = float4(PSOut.MaterialData.xyz * BaseColor.a, BaseColor.a);
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- PSOut.IBL = float4(PSOut.IBL .xyz * BaseColor.a, BaseColor.a);
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+ PSOut.SpecularIBL = float4(PSOut.SpecularIBL .xyz * BaseColor.a, BaseColor.a);
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// Do not blend motion vectors as it does not make sense
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PSOut.MotionVec = float4(MotionVector, 0.0, 1.0);
@@ -425,15 +425,15 @@ void main(in float4 Pos : SV_Position,
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out float4 BaseColor : SV_Target2,
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out float4 MaterialData : SV_Target3,
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out float4 MotionVec : SV_Target4,
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- out float4 IBL : SV_Target5)
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+ out float4 SpecularIBL : SV_Target5)
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{
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Color = SampleEnvMap(ClipPos);
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Normal = float4(0.0, 0.0, 0.0, 0.0);
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BaseColor = float4(0.0, 0.0, 0.0, 0.0);
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MaterialData = float4(0.0, 0.0, 0.0, 0.0);
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MotionVec = float4(0.0, 0.0, 0.0, 0.0);
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- IBL = float4(0.0, 0.0, 0.0, 0.0);
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+ SpecularIBL = float4(0.0, 0.0, 0.0, 0.0);
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}
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)" ;
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@@ -699,7 +699,7 @@ void GLTFViewer::ApplyPosteffects::Initialize(IRenderDevice* pDevice, TEXTURE_FO
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ptex2DRadianceVar = GetVariable (" g_tex2DRadiance" );
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ptex2DNormalVar = GetVariable (" g_tex2DNormal" );
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ptex2DSSR = GetVariable (" g_tex2DSSR" );
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- ptex2DPecularIBL = GetVariable (" g_tex2DIBL " );
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+ ptex2DPecularIBL = GetVariable (" g_tex2DSpecularIBL " );
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ptex2DBaseColorVar = GetVariable (" g_tex2DBaseColor" );
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ptex2DMaterialDataVar = GetVariable (" g_tex2DMaterialData" );
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ptex2DPreintegratedGGXVar = GetVariable (" g_tex2DPreintegratedGGX" );
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