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fix: PBR directional light specular fix and llf compile fixes #415
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Would that break certain interiors that has sunlight? Imo should check if it is shadowed too. |
Title should reflect better what it actually does. |
It checks for this |
There, changed it |
This is a |
I will rename it to fix because the LLF part at least is definitely a fix. |
Then I think I should have another name since it's not exactly all interior, or at least add a comment listing the exceptions. |
Where would you like there to be a comment? The definition of "interior" is the same as defined by enbseries. |
In SharedBuffer.hlsli, after the buffer variable definition, for example. No matter what enb does, people who don't know how enb does things will be confused. |
Would "directional shadows" or similar be a better name? |
Better than before, but don't some foggy weather or moonlight lacks shadow too iirc? |
They still render shadow maps. |
Ok, now rename the thing then |
Fixes directional lights applying to the specular in interiors. This doesn't make sense for the specular since we already include ambient light like that in the dynamic cubemap.
Also fixes the light limit fix debug visualisations compile errors, and removes unneeded color clamping.