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-rw-r--r--res/effectlib/sampleArea.glsllib8
1 files changed, 4 insertions, 4 deletions
diff --git a/res/effectlib/sampleArea.glsllib b/res/effectlib/sampleArea.glsllib
index 70c7ae0..01f3a74 100644
--- a/res/effectlib/sampleArea.glsllib
+++ b/res/effectlib/sampleArea.glsllib
@@ -113,7 +113,7 @@ vec4 sampleAreaGlossy( in mat3 tanFrame, in vec3 pos, in int lightIdx, in vec3 v
float sigmaV = clamp( 0.5 * roughV, 0.005, 0.5 );
vec2 UVset[5];
- mat3 lightFrame = mat3( arealights[lightIdx].right.xyz, arealights[lightIdx].up.xyz, arealights[lightIdx].direction.xyz );
+ mat3 lightFrame = mat3( arealights[lightIdx].right.xyz, arealights[lightIdx].up.xyz, -arealights[lightIdx].direction.xyz );
float thetaI = acos( dot(viewDir, lightFrame[2]) );
vec2 minMaxThetaH = vec2( (thetaI - 1.5707) * 0.5,
@@ -154,7 +154,7 @@ vec4 sampleAreaDiffuse( in mat3 tanFrame, in vec3 pos, in int lightIdx )
{
float intensity = 0.0;
vec3 finalDir;
- intensity = calculateDiffuseAreaOld( -arealights[lightIdx].direction.xyz, arealights[lightIdx].position.xyz,
+ intensity = calculateDiffuseAreaOld( arealights[lightIdx].direction.xyz, arealights[lightIdx].position.xyz,
arealights[lightIdx].up, arealights[lightIdx].right, pos, finalDir );
intensity *= clamp( dot(finalDir, tanFrame[2]), 0.0, 1.0 );
return vec4( intensity );
@@ -164,11 +164,11 @@ vec4 sampleAreaDiffuseTransmissive( in mat3 tanFrame, in vec3 pos, in int lightI
{
float intensity = 0.0;
vec3 finalDir;
- intensity = calculateDiffuseAreaOld( -arealights[lightIdx].direction.xyz, arealights[lightIdx].position.xyz,
+ intensity = calculateDiffuseAreaOld( arealights[lightIdx].direction.xyz, arealights[lightIdx].position.xyz,
arealights[lightIdx].up, arealights[lightIdx].right, pos, finalDir );
intensity *= clamp( dot(finalDir, -tanFrame[2]), 0.0, 1.0 );
- float l = 0.2126f * transmissiveColor.r + 0.7152f * transmissiveColor.g + 0.0722f * transmissiveColor.b;
+ float l = 0.2126 * transmissiveColor.r + 0.7152 * transmissiveColor.g + 0.0722 * transmissiveColor.b;
float I = max( 0.0, ((dot(finalDir, -tanFrame[2]) + lightWrap)/ (1.0 + lightWrap)) );
float translucent_thickness = l * l;