| 188 | } |
| 189 | |
| 190 | void ProgressiveResult(Float4 bakeOutput[BasisCount], uint64 passIdx) |
| 191 | { |
| 192 | const float lerpFactor = passIdx / (passIdx + 1.0f); |
| 193 | for(uint64 i = 0; i < BasisCount; ++i) |
| 194 | { |
| 195 | Float3 newSample = ResultSum.Coefficients[i] * HemisphereMonteCarloFactor(1); |
| 196 | Float3 currValue = bakeOutput[i].To3D(); |
| 197 | currValue = Lerp<Float3>(newSample, currValue, lerpFactor); |
| 198 | bakeOutput[i] = Float4(Float3::Clamp(currValue, -FP16Max, FP16Max), 1.0f); |
| 199 | } |
| 200 | } |
| 201 | }; |
| 202 | |
| 203 | // Bakes radiance projected onto L2 SH, with 27 floats per texel |
nothing calls this directly
no test coverage detected