| 94 | } |
| 95 | |
| 96 | void ProgressiveResult(Float4 bakeOutput[BasisCount], uint64 passIdx) |
| 97 | { |
| 98 | const float lerpFactor = passIdx / (passIdx + 1.0f); |
| 99 | Float3 newSample = ResultSum * CosineWeightedMonteCarloFactor(1); |
| 100 | Float3 currValue = bakeOutput[0].To3D(); |
| 101 | currValue = Lerp<Float3>(newSample, currValue, lerpFactor); |
| 102 | bakeOutput[0] = Float4(Float3::Clamp(currValue, 0.0f, FP16Max), 1.0f); |
| 103 | } |
| 104 | }; |
| 105 | |
| 106 | // Bakes irradiance projected onto the Half-Life 2 basis, with 9 floats per texel |
nothing calls this directly
no test coverage detected