Fix ss_effects_flags uniform in clustered forward renderer

This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
This commit is contained in:
clayjohn 2022-10-27 15:14:45 -07:00
parent 4dc2c8ae6f
commit 31c1a06ab5

View file

@ -1454,7 +1454,7 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= albedo.rgb;
ambient_light *= ao;
if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
@ -1462,6 +1462,9 @@ void fragment_shader(in SceneData scene_data) {
#endif // AMBIENT_LIGHT_DISABLED
}
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);