| 144 | } |
| 145 | |
| 146 | void ProgressiveResult(Float4 bakeOutput[BasisCount], uint64 passIdx) |
| 147 | { |
| 148 | const float lerpFactor = passIdx / (passIdx + 1.0f); |
| 149 | for(uint64 i = 0; i < BasisCount; ++i) |
| 150 | { |
| 151 | Float3 newSample = ResultSum[i] * HemisphereMonteCarloFactor(1); |
| 152 | Float3 currValue = bakeOutput[i].To3D(); |
| 153 | currValue = Lerp<Float3>(newSample, currValue, lerpFactor); |
| 154 | bakeOutput[i] = Float4(Float3::Clamp(currValue, -FP16Max, FP16Max), 1.0f); |
| 155 | } |
| 156 | } |
| 157 | }; |
| 158 | |
| 159 | // Bakes radiance projected onto L1 SH, with 12 floats per texel |
nothing calls this directly
no test coverage detected